Add deferred async scene asset loading
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@@ -5,12 +5,15 @@
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Asset/IResource.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Core/IO/IResourceLoader.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <filesystem>
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#include <fstream>
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#include <sstream>
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#include <chrono>
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#include <thread>
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using namespace XCEngine::Components;
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using namespace XCEngine::Resources;
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@@ -37,6 +40,56 @@ Material* CreateTestMaterial(const char* name, const char* path) {
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return material;
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}
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class FakeAsyncMeshLoader : public IResourceLoader {
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public:
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ResourceType GetResourceType() const override { return ResourceType::Mesh; }
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XCEngine::Containers::Array<XCEngine::Containers::String> GetSupportedExtensions() const override {
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XCEngine::Containers::Array<XCEngine::Containers::String> extensions;
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extensions.PushBack("mesh");
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return extensions;
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}
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bool CanLoad(const XCEngine::Containers::String& path) const override {
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(void)path;
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return true;
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}
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LoadResult Load(const XCEngine::Containers::String& path,
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const ImportSettings* settings = nullptr) override {
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(void)settings;
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auto* mesh = new Mesh();
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IResource::ConstructParams params = {};
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params.name = "AsyncMesh";
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params.path = path;
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params.guid = ResourceGUID::Generate(path);
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mesh->Initialize(params);
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const StaticMeshVertex vertices[3] = {};
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const XCEngine::Core::uint32 indices[3] = {0, 1, 2};
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mesh->SetVertexData(vertices, sizeof(vertices), 3, sizeof(StaticMeshVertex), VertexAttribute::Position);
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mesh->SetIndexData(indices, sizeof(indices), 3, true);
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return LoadResult(mesh);
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}
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ImportSettings* GetDefaultSettings() const override {
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return nullptr;
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}
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};
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bool PumpAsyncLoadsUntilIdle(ResourceManager& manager,
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std::chrono::milliseconds timeout = std::chrono::milliseconds(2000)) {
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const auto deadline = std::chrono::steady_clock::now() + timeout;
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while (manager.IsAsyncLoading() && std::chrono::steady_clock::now() < deadline) {
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manager.UpdateAsyncLoads();
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std::this_thread::sleep_for(std::chrono::milliseconds(5));
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}
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manager.UpdateAsyncLoads();
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return !manager.IsAsyncLoading();
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}
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TEST(MeshFilterComponent_Test, SetMeshCachesResourceAndPath) {
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GameObject gameObject("MeshHolder");
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auto* component = gameObject.AddComponent<MeshFilterComponent>();
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@@ -82,6 +135,33 @@ TEST(MeshFilterComponent_Test, SetMeshPathPreservesPathWithoutLoadedResource) {
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EXPECT_EQ(component.GetMesh(), nullptr);
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}
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TEST(MeshFilterComponent_Test, DeferredSceneDeserializeLoadsMeshAsyncByPath) {
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ResourceManager& manager = ResourceManager::Get();
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manager.Initialize();
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IResourceLoader* originalLoader = manager.GetLoader(ResourceType::Mesh);
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FakeAsyncMeshLoader fakeLoader;
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manager.RegisterLoader(&fakeLoader);
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MeshFilterComponent target;
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{
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ResourceManager::ScopedDeferredSceneLoad deferredLoadScope;
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EXPECT_TRUE(manager.IsDeferredSceneLoadEnabled());
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std::stringstream stream("mesh=Meshes/async.mesh;meshRef=;");
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target.Deserialize(stream);
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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}
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EXPECT_EQ(target.GetMeshPath(), "Meshes/async.mesh");
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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ASSERT_NE(target.GetMesh(), nullptr);
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EXPECT_EQ(target.GetMeshPath(), "Meshes/async.mesh");
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EXPECT_EQ(target.GetMesh()->GetVertexCount(), 3u);
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manager.RegisterLoader(originalLoader);
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manager.Shutdown();
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}
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TEST(MeshRendererComponent_Test, SetMaterialsKeepsSlotsAndFlags) {
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GameObject gameObject("RendererHolder");
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auto* component = gameObject.AddComponent<MeshRendererComponent>();
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@@ -237,4 +317,58 @@ TEST(MeshRendererComponent_Test, SerializeAndDeserializeLoadsProjectMaterialByAs
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fs::remove_all(projectRoot);
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}
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TEST(MeshRendererComponent_Test, DeferredSceneDeserializeLoadsProjectMaterialAsync) {
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namespace fs = std::filesystem;
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ResourceManager& manager = ResourceManager::Get();
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manager.Initialize();
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const fs::path projectRoot = fs::temp_directory_path() / "xc_mesh_renderer_async_asset_ref_test";
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const fs::path assetsDir = projectRoot / "Assets";
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const fs::path materialPath = assetsDir / "runtime.material";
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fs::remove_all(projectRoot);
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fs::create_directories(assetsDir);
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{
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std::ofstream materialFile(materialPath);
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ASSERT_TRUE(materialFile.is_open());
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materialFile << "{\n";
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materialFile << " \"renderQueue\": \"geometry\",\n";
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materialFile << " \"renderState\": {\n";
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materialFile << " \"cull\": \"back\"\n";
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materialFile << " }\n";
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materialFile << "}";
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}
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manager.SetResourceRoot(projectRoot.string().c_str());
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MeshRendererComponent source;
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source.SetMaterialPath(0, "Assets/runtime.material");
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std::stringstream serializedStream;
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source.Serialize(serializedStream);
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MeshRendererComponent target;
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{
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ResourceManager::ScopedDeferredSceneLoad deferredLoadScope;
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EXPECT_TRUE(manager.IsDeferredSceneLoadEnabled());
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std::stringstream deserializeStream(serializedStream.str());
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target.Deserialize(deserializeStream);
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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}
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ASSERT_EQ(target.GetMaterialCount(), 1u);
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EXPECT_EQ(target.GetMaterialPath(0), "Assets/runtime.material");
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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ASSERT_NE(target.GetMaterial(0), nullptr);
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EXPECT_EQ(target.GetMaterialPath(0), "Assets/runtime.material");
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EXPECT_TRUE(target.GetMaterialAssetRefs()[0].IsValid());
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manager.SetResourceRoot("");
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manager.Shutdown();
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fs::remove_all(projectRoot);
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}
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} // namespace
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