188 lines
5.5 KiB
GDScript
188 lines
5.5 KiB
GDScript
class_name M2AnimationResourceFinalizer
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extends RefCounted
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## Polls cached animated M2 ResourceLoader requests and finalizes terminal scenes.
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## The caller owns permits, material-source lookup and SceneTree materialization.
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const M2_ANIMATED_SCENE_FINALIZER_SCRIPT := preload(
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"res://src/render/m2/m2_animated_scene_finalizer.gd"
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)
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var _animated_scene_finalizer: RefCounted
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var _resource_loader_adapter: Object
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func _init(
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animated_scene_finalizer: RefCounted = null,
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resource_loader_adapter: Object = null
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) -> void:
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_animated_scene_finalizer = animated_scene_finalizer
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if _animated_scene_finalizer == null:
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_animated_scene_finalizer = M2_ANIMATED_SCENE_FINALIZER_SCRIPT.new()
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_resource_loader_adapter = resource_loader_adapter
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## Moves terminal threaded requests into the pipeline finalize FIFO.
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## Empty resource paths retain the historical immediate static-only outcome.
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func poll_terminal_requests(
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load_pipeline_state: RefCounted,
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prototype_cache_state: RefCounted
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) -> int:
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if load_pipeline_state == null or prototype_cache_state == null:
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return 0
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var completed_request_count := 0
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var request_records: Array = load_pipeline_state.call(
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"request_records_snapshot"
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)
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for request_variant in request_records:
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if not (request_variant is Dictionary):
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continue
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var request: Dictionary = request_variant
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var normalized_relative_path := String(request.get("normalized", ""))
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var resource_path := String(request.get("path", ""))
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if resource_path.is_empty():
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load_pipeline_state.call(
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"discard_request",
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normalized_relative_path
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)
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prototype_cache_state.call(
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"mark_animation_static",
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normalized_relative_path
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)
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completed_request_count += 1
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continue
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var load_status := load_threaded_get_status(resource_path)
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if (
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load_status != ResourceLoader.THREAD_LOAD_LOADED
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and load_status != ResourceLoader.THREAD_LOAD_FAILED
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):
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continue
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load_pipeline_state.call(
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"complete_request",
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normalized_relative_path,
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load_status
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)
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completed_request_count += 1
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return completed_request_count
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## Pops one terminal record and prepares a detached animated scene candidate.
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## An empty result means the record was skipped or resolved as static-only.
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func prepare_next_candidate(
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load_pipeline_state: RefCounted,
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prototype_cache_state: RefCounted
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) -> Dictionary:
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if load_pipeline_state == null or prototype_cache_state == null:
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return {}
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var terminal_record: Dictionary = load_pipeline_state.call(
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"pop_finalize_record"
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)
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if terminal_record.is_empty():
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return {}
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var normalized_relative_path := String(
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terminal_record.get("normalized", "")
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)
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if (
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normalized_relative_path.is_empty()
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or bool(prototype_cache_state.call(
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"has_animated_prototype",
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normalized_relative_path
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))
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or bool(prototype_cache_state.call(
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"is_animation_static",
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normalized_relative_path
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))
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):
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return {}
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if int(terminal_record.get(
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"status",
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ResourceLoader.THREAD_LOAD_FAILED
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)) != ResourceLoader.THREAD_LOAD_LOADED:
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prototype_cache_state.call(
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"mark_animation_static",
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normalized_relative_path
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)
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return {}
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var resource_path := String(terminal_record.get("path", ""))
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var loaded_resource := load_threaded_get(resource_path)
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var candidate := _animated_scene_finalizer.call(
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"instantiate_candidate",
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loaded_resource
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) as Node3D
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if candidate == null:
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prototype_cache_state.call(
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"mark_animation_static",
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normalized_relative_path
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)
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return {}
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return {
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"normalized": normalized_relative_path,
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"path": resource_path,
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"candidate": candidate,
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}
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## Repairs, validates and adopts one prepared candidate. The preparation must be
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## completed synchronously so its detached candidate always receives an owner.
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func finalize_prepared_candidate(
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preparation: Dictionary,
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material_source_root: Node3D,
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prototype_cache_state: RefCounted,
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debug_logging_enabled: bool = false
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) -> Node3D:
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if prototype_cache_state == null:
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return null
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var normalized_relative_path := String(preparation.get("normalized", ""))
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var candidate := preparation.get("candidate", null) as Node3D
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if normalized_relative_path.is_empty() or candidate == null:
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return null
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_animated_scene_finalizer.call(
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"repair_materials",
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candidate,
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material_source_root
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)
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var finalization: Dictionary = _animated_scene_finalizer.call(
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"finalize_candidate",
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candidate
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)
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var prototype := finalization.get("prototype", null) as Node3D
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if prototype == null:
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prototype_cache_state.call(
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"mark_animation_static",
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normalized_relative_path
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)
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return null
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var canonical_prototype := prototype_cache_state.call(
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"adopt_animated_prototype",
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normalized_relative_path,
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prototype
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) as Node3D
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if debug_logging_enabled:
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print("M2_ANIM_CACHE path=%s cache=%s players=%d" % [
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normalized_relative_path,
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String(preparation.get("path", "")),
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int(finalization.get("animation_player_count", 0)),
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])
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return canonical_prototype
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## Production ResourceLoader status adapter; injectable in synthetic tests.
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func load_threaded_get_status(resource_path: String) -> int:
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if _resource_loader_adapter != null:
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return int(_resource_loader_adapter.call(
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"load_threaded_get_status",
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resource_path
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))
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return ResourceLoader.load_threaded_get_status(resource_path)
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## Production ResourceLoader terminal-result adapter; injectable in tests.
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func load_threaded_get(resource_path: String) -> Resource:
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if _resource_loader_adapter != null:
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return _resource_loader_adapter.call(
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"load_threaded_get",
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resource_path
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) as Resource
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return ResourceLoader.load_threaded_get(resource_path)
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