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blender-archive/source/blender/blenkernel/intern/asset_library_service.cc
Sybren A. Stüvel 70aad5f498 Asset Catalogs: support reloading without losing local changes
Keep track of unsaved asset catalog changes, in a more granular way than
just one boolean per asset library. Individual catalogs can now be
marked with a flag `has_unsaved_changes`. This is taken into account
when reloading data from the catalog definition file (CDF):

- New catalog in CDF: gets loaded
- Already-known catalog in CDF:
    - local unsaved changes: on-disk catalog is ignored
    - otherwise: on-disk catalog replaces in-memory one
- Already-known catalog that does not exist in CDF:
    - local unsaved changes: catalog is kept around
    - otherwise: catalog is deleted.

Because this saving-is-also-loading behaviour, the "has unsaved changes"
flags are all stored in the undo buffer; undoing after saving will not
change the CDF, but at least it'll undo the loading from disk, and it'll
re-mark any changes as "not saved".

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12967
2021-10-22 16:31:32 +02:00

169 lines
4.8 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup bke
*/
#include "asset_library_service.hh"
#include "BKE_asset_library.hh"
#include "BKE_blender.h"
#include "BKE_callbacks.h"
#include "BLI_fileops.h"
#include "BLI_path_util.h"
#include "BLI_string_ref.hh"
#include "MEM_guardedalloc.h"
#include "CLG_log.h"
static CLG_LogRef LOG = {"bke.asset_service"};
namespace blender::bke {
std::unique_ptr<AssetLibraryService> AssetLibraryService::instance_;
bool AssetLibraryService::atexit_handler_registered_ = false;
AssetLibraryService *AssetLibraryService::get()
{
if (!instance_) {
allocate_service_instance();
}
return instance_.get();
}
void AssetLibraryService::destroy()
{
if (!instance_) {
return;
}
instance_->app_handler_unregister();
instance_.reset();
}
namespace {
std::string normalize_directory_path(StringRefNull directory)
{
char dir_normalized[PATH_MAX];
STRNCPY(dir_normalized, directory.c_str());
BLI_path_normalize_dir(nullptr, dir_normalized);
return std::string(dir_normalized);
}
} // namespace
AssetLibrary *AssetLibraryService::get_asset_library_on_disk(StringRefNull top_level_directory)
{
BLI_assert_msg(!top_level_directory.is_empty(),
"top level directory must be given for on-disk asset library");
std::string top_dir_trailing_slash = normalize_directory_path(top_level_directory);
AssetLibraryPtr *lib_uptr_ptr = on_disk_libraries_.lookup_ptr(top_dir_trailing_slash);
if (lib_uptr_ptr != nullptr) {
CLOG_INFO(&LOG, 2, "get \"%s\" (cached)", top_dir_trailing_slash.c_str());
AssetLibrary *lib = lib_uptr_ptr->get();
lib->refresh();
return lib;
}
AssetLibraryPtr lib_uptr = std::make_unique<AssetLibrary>();
AssetLibrary *lib = lib_uptr.get();
lib->on_blend_save_handler_register();
lib->load(top_dir_trailing_slash);
on_disk_libraries_.add_new(top_dir_trailing_slash, std::move(lib_uptr));
CLOG_INFO(&LOG, 2, "get \"%s\" (loaded)", top_dir_trailing_slash.c_str());
return lib;
}
AssetLibrary *AssetLibraryService::get_asset_library_current_file()
{
if (current_file_library_) {
CLOG_INFO(&LOG, 2, "get current file lib (cached)");
}
else {
CLOG_INFO(&LOG, 2, "get current file lib (loaded)");
current_file_library_ = std::make_unique<AssetLibrary>();
current_file_library_->on_blend_save_handler_register();
}
AssetLibrary *lib = current_file_library_.get();
return lib;
}
void AssetLibraryService::allocate_service_instance()
{
instance_ = std::make_unique<AssetLibraryService>();
instance_->app_handler_register();
if (!atexit_handler_registered_) {
/* Ensure the instance gets freed before Blender's memory leak detector runs. */
BKE_blender_atexit_register([](void * /*user_data*/) { AssetLibraryService::destroy(); },
nullptr);
atexit_handler_registered_ = true;
}
}
static void on_blendfile_load(struct Main * /*bMain*/,
struct PointerRNA ** /*pointers*/,
const int /*num_pointers*/,
void * /*arg*/)
{
AssetLibraryService::destroy();
}
/**
* Ensure the AssetLibraryService instance is destroyed before a new blend file is loaded.
* This makes memory management simple, and ensures a fresh start for every blend file. */
void AssetLibraryService::app_handler_register()
{
/* The callback system doesn't own `on_load_callback_store_`. */
on_load_callback_store_.alloc = false;
on_load_callback_store_.func = &on_blendfile_load;
on_load_callback_store_.arg = this;
BKE_callback_add(&on_load_callback_store_, BKE_CB_EVT_LOAD_PRE);
}
void AssetLibraryService::app_handler_unregister()
{
BKE_callback_remove(&on_load_callback_store_, BKE_CB_EVT_LOAD_PRE);
on_load_callback_store_.func = nullptr;
on_load_callback_store_.arg = nullptr;
}
bool AssetLibraryService::has_any_unsaved_catalogs() const
{
if (current_file_library_ && current_file_library_->catalog_service->has_unsaved_changes()) {
return true;
}
for (const auto &asset_lib_uptr : on_disk_libraries_.values()) {
if (asset_lib_uptr->catalog_service->has_unsaved_changes()) {
return true;
}
}
return false;
}
} // namespace blender::bke