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Add ability to override item images using meta (#12614)

This commit is contained in:
rubenwardy 2023-04-17 19:44:41 +01:00 committed by GitHub
parent 8c2c7fadbf
commit 4158b72971
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 200 additions and 151 deletions

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@ -253,6 +253,13 @@ class CItemDefManager: public IWritableItemDefManager
inventory_texture(NULL),
palette(NULL)
{}
~ClientCached() {
if (wield_mesh.mesh)
wield_mesh.mesh->drop();
}
DISABLE_CLASS_COPY(ClientCached);
};
#endif
@ -265,17 +272,9 @@ public:
#endif
clear();
}
virtual ~CItemDefManager()
{
#ifndef SERVER
const std::vector<ClientCached*> &values = m_clientcached.getValues();
for (ClientCached *cc : values) {
if (cc->wield_mesh.mesh)
cc->wield_mesh.mesh->drop();
delete cc;
}
#endif
for (auto &item_definition : m_item_definitions) {
delete item_definition.second;
}
@ -319,103 +318,72 @@ public:
}
#ifndef SERVER
public:
ClientCached* createClientCachedDirect(const std::string &name,
Client *client) const
ClientCached* createClientCachedDirect(const ItemStack &item, Client *client) const
{
infostream<<"Lazily creating item texture and mesh for \""
<<name<<"\""<<std::endl;
// This is not thread-safe
sanity_check(std::this_thread::get_id() == m_main_thread);
const ItemDefinition &def = item.getDefinition(this);
std::string inventory_image = item.getInventoryImage(this);
std::string inventory_overlay = item.getInventoryOverlay(this);
std::string cache_key = def.name;
if (!inventory_image.empty())
cache_key += "/" + inventory_image;
if (!inventory_overlay.empty())
cache_key += ":" + inventory_overlay;
infostream << "Lazily creating item texture and mesh for \""
<< cache_key << "\""<<std::endl;
// Skip if already in cache
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if(cc)
return cc;
auto it = m_clientcached.find(cache_key);
if (it != m_clientcached.end())
return it->second.get();
ITextureSource *tsrc = client->getTextureSource();
const ItemDefinition &def = get(name);
// Create new ClientCached
cc = new ClientCached();
auto cc = std::make_unique<ClientCached>();
// Create an inventory texture
cc->inventory_texture = NULL;
if (!def.inventory_image.empty())
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
ItemStack item = ItemStack();
item.name = def.name;
if (!inventory_image.empty())
cc->inventory_texture = tsrc->getTexture(inventory_image);
getItemMesh(client, item, &(cc->wield_mesh));
cc->palette = tsrc->getPalette(def.palette_image);
// Put in cache
m_clientcached.set(name, cc);
return cc;
ClientCached *ptr = cc.get();
m_clientcached[cache_key] = std::move(cc);
return ptr;
}
ClientCached* getClientCached(const std::string &name,
Client *client) const
{
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if (cc)
return cc;
if (std::this_thread::get_id() == m_main_thread) {
return createClientCachedDirect(name, client);
}
// We're gonna ask the result to be put into here
static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
// Throw a request in
m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try {
while(true) {
// Wait result for a second
GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000);
if (result.key == name) {
return result.item;
}
}
} catch(ItemNotFoundException &e) {
errorstream << "Waiting for clientcached " << name
<< " timed out." << std::endl;
return &m_dummy_clientcached;
}
}
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
virtual video::ITexture* getInventoryTexture(const ItemStack &item,
Client *client) const
{
ClientCached *cc = getClientCached(name, client);
if(!cc)
return NULL;
ClientCached *cc = createClientCachedDirect(item, client);
if (!cc)
return nullptr;
return cc->inventory_texture;
}
// Get item wield mesh
virtual ItemMesh* getWieldMesh(const std::string &name,
Client *client) const
virtual ItemMesh* getWieldMesh(const ItemStack &item, Client *client) const
{
ClientCached *cc = getClientCached(name, client);
if(!cc)
return NULL;
ClientCached *cc = createClientCachedDirect(item, client);
if (!cc)
return nullptr;
return &(cc->wield_mesh);
}
// Get item palette
virtual Palette* getPalette(const std::string &name,
Client *client) const
virtual Palette* getPalette(const ItemStack &item, Client *client) const
{
ClientCached *cc = getClientCached(name, client);
if(!cc)
return NULL;
ClientCached *cc = createClientCachedDirect(item, client);
if (!cc)
return nullptr;
return cc->palette;
}
@ -428,7 +396,7 @@ public:
if (!colorstring.empty() && parseColorString(colorstring, directcolor, true))
return directcolor;
// See if there is a palette
Palette *palette = getPalette(stack.name, client);
Palette *palette = getPalette(stack, client);
const std::string &index = stack.metadata.getString("palette_index", 0);
if (palette && !index.empty())
return (*palette)[mystoi(index, 0, 255)];
@ -573,20 +541,7 @@ public:
registerAlias(name, convert_to);
}
}
void processQueue(IGameDef *gamedef)
{
#ifndef SERVER
//NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop();
m_get_clientcached_queue.pushResult(request,
createClientCachedDirect(request.key, (Client *)gamedef));
}
#endif
}
private:
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
@ -595,12 +550,8 @@ private:
#ifndef SERVER
// The id of the thread that is allowed to use irrlicht directly
std::thread::id m_main_thread;
// A reference to this can be returned when nothing is found, to avoid NULLs
mutable ClientCached m_dummy_clientcached;
// Cached textures and meshes
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
// Queued clientcached fetches (to be processed by the main thread)
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
mutable std::unordered_map<std::string, std::unique_ptr<ClientCached>> m_clientcached;
#endif
};