220 lines
5.6 KiB
C
220 lines
5.6 KiB
C
#include "asset_cache.h"
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#include "sys.h"
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#include "string.h"
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#include "memory.h"
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#include "arena.h"
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#include "util.h"
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#include "log.h"
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#include "snc.h"
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/* ========================== *
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* Global state
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* ========================== */
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#define MAX_ASSETS 1024
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#define ASSET_LOOKUP_TABLE_CAPACITY (MAX_ASSETS * 4)
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GLOBAL struct {
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struct snc_mutex lookup_mutex;
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struct asset lookup[ASSET_LOOKUP_TABLE_CAPACITY];
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u64 num_assets;
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struct snc_mutex store_mutex;
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struct arena *store_arena;
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#if RTC
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/* Array of len `num_assets` pointing into populated entries of `lookup`. */
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struct asset *dbg_table[ASSET_LOOKUP_TABLE_CAPACITY];
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u64 dbg_table_count;
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struct snc_mutex dbg_table_mutex;
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#endif
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} G = ZI, DEBUG_ALIAS(G, G_asset_cache);
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/* ========================== *
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* Startup
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* ========================== */
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struct asset_cache_startup_receipt asset_cache_startup(void)
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{
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/* Init store */
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G.store_arena = arena_alloc(GIBI(64));
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return (struct asset_cache_startup_receipt) { 0 };
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}
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/* ========================== *
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* Lookup
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* ========================== */
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INTERNAL void refresh_dbg_table(void)
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{
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#if RTC
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struct snc_lock lock = snc_lock_e(&G.dbg_table_mutex);
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MEMZERO_ARRAY(G.dbg_table);
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G.dbg_table_count = 0;
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for (u64 i = 0; i < countof(G.lookup); ++i) {
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struct asset *asset = &G.lookup[i];
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if (asset->hash != 0) {
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G.dbg_table[G.dbg_table_count++] = asset;
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}
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}
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snc_unlock(&lock);
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#endif
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}
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/* Returns first matching slot or first empty slot if not found.
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* Check returned slot->hash != 0 for presence. */
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INTERNAL struct asset *asset_cache_get_slot_locked(struct snc_lock *lock, struct string key, u64 hash)
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{
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snc_assert_locked_e_or_s(lock, &G.lookup_mutex);
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(UNUSED)lock;
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u64 index = hash % countof(G.lookup);
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while (1) {
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struct asset *slot = &G.lookup[index];
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if (slot->hash) {
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/* Occupied */
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if (hash == slot->hash && string_eq(key, slot->key)) {
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/* Matched slot */
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return slot;
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} else {
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++index;
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if (index >= countof(G.lookup)) {
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index = 0;
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}
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}
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} else {
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/* Empty slot */
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return slot;
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}
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}
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}
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u64 asset_cache_hash(struct string key)
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{
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/* TODO: Better hash */
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return hash_fnv64(HASH_FNV64_BASIS, key);
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}
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/* `key` text is copied by this function
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*
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* Returns existing asset entry or inserts a new one.
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*
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* If is_first_touch (out parameter) is set to 1, then the caller has
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* inserted the asset into the cache.
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*
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* */
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struct asset *asset_cache_touch(struct string key, u64 hash, b32 *is_first_touch)
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{
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struct asset *asset = 0;
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/* Lookup */
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{
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struct snc_lock lock = snc_lock_s(&G.lookup_mutex);
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asset = asset_cache_get_slot_locked(&lock, key, hash);
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snc_unlock(&lock);
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}
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/* Insert if not found */
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if (asset->hash) {
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if (is_first_touch) {
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*is_first_touch = 0;
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}
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} else {
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struct snc_lock lock = snc_lock_e(&G.lookup_mutex);
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/* Re-check asset presence in case it was inserted since lock */
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asset = asset_cache_get_slot_locked(&lock, key, hash);
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if (!asset->hash) {
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if (G.num_assets >= MAX_ASSETS) {
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sys_panic(LIT("Max assets reached"));
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}
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struct string key_stored = ZI;
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{
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/* Copy key to store */
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struct asset_cache_store store = asset_cache_store_open();
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key_stored = string_copy(store.arena, key);
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asset_cache_store_close(&store);
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}
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/* Initialize asset data */
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logf_info("Inserting asset cache entry for \"%F\"", FMT_STR(key));
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*asset = (struct asset) {
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.status = ASSET_STATUS_UNINITIALIZED,
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.hash = hash,
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.key = key_stored
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};
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snc_counter_add(&asset->counter, 1);
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if (is_first_touch) {
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*is_first_touch = 1;
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}
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++G.num_assets;
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refresh_dbg_table();
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}
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snc_unlock(&lock);
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}
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return asset;
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}
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/* ========================== *
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* Marking
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* ========================== */
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/* Call this once asset job has been created */
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void asset_cache_mark_loading(struct asset *asset)
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{
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asset->status = ASSET_STATUS_LOADING;
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}
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/* Call this once asset job has finished */
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void asset_cache_mark_ready(struct asset *asset, void *store_data)
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{
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asset->store_data = store_data;
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asset->status = ASSET_STATUS_READY;
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snc_counter_add(&asset->counter, -1);
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}
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/* ========================== *
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* Job
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* ========================== */
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void asset_cache_wait(struct asset *asset)
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{
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snc_counter_wait(&asset->counter);
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}
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/* ========================== *
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* Store
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* ========================== */
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/* NOTE: At the moment only one global asset store exists, however in the
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* future there could be more based on asset lifetime. */
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void *asset_cache_get_store_data(struct asset *asset)
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{
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if (asset->status == ASSET_STATUS_READY) {
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return asset->store_data;
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} else {
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return 0;
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}
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}
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/* Asset store should be opened to allocate memory to the store arena */
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struct asset_cache_store asset_cache_store_open(void)
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{
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struct snc_lock lock = snc_lock_e(&G.store_mutex);
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struct asset_cache_store store = {
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.lock = lock,
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.arena = G.store_arena
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};
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return store;
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}
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void asset_cache_store_close(struct asset_cache_store *store)
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{
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snc_unlock(&store->lock);
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}
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