project_teddy/addons/zylann.hterrain/util/image_file_cache.gd

291 lines
8.3 KiB
GDScript

@tool
# Used to store temporary images on disk.
# This is useful for undo/redo as image edition can quickly fill up memory.
# Image data is stored in archive files together,
# because when dealing with many images it speeds up filesystem I/O on Windows.
# If the file exceeds a predefined size, a new one is created.
# Writing to disk is performed from a thread, to leave the main thread responsive.
# However if you want to obtain an image back while it didn't save yet, the main thread will block.
# When the application or plugin is closed, the files get cleared.
const HT_Logger = preload("./logger.gd")
const HT_Errors = preload("./errors.gd")
const CACHE_FILE_SIZE_THRESHOLD = 1048576
# For debugging
const USE_THREAD = true
var _cache_dir := ""
var _next_id := 0
var _session_id := ""
var _cache_image_info := {}
var _logger = HT_Logger.get_for(self)
var _current_cache_file_index := 0
var _cache_file_offset := 0
var _saving_thread := Thread.new()
var _save_queue := []
var _save_queue_mutex := Mutex.new()
var _save_semaphore := Semaphore.new()
var _save_thread_running := false
func _init(cache_dir: String):
assert(cache_dir != "")
_cache_dir = cache_dir
var rng := RandomNumberGenerator.new()
rng.randomize()
for i in 16:
_session_id += str(rng.randi() % 10)
_logger.debug(str("Image cache session ID: ", _session_id))
if not DirAccess.dir_exists_absolute(_cache_dir):
var err := DirAccess.make_dir_absolute(_cache_dir)
if err != OK:
_logger.error("Could not create directory {0}: {1}" \
.format([_cache_dir, HT_Errors.get_message(err)]))
_save_thread_running = true
if USE_THREAD:
_saving_thread.start(_save_thread_func)
# TODO Cannot cleanup the cache in destructor!
# Godot doesn't allow me to call clear()...
# https://github.com/godotengine/godot/issues/31166
func _notification(what: int):
if what == NOTIFICATION_PREDELETE:
#clear()
_save_thread_running = false
_save_semaphore.post()
if USE_THREAD:
_saving_thread.wait_to_finish()
func _create_new_cache_file(fpath: String):
var f := FileAccess.open(fpath, FileAccess.WRITE)
if f == null:
var err = FileAccess.get_open_error()
_logger.error("Failed to create new cache file {0}: {1}" \
.format([fpath, HT_Errors.get_message(err)]))
return
func _get_current_cache_file_name() -> String:
return _cache_dir.path_join(str(_session_id, "_", _current_cache_file_index, ".cache"))
func save_image(im: Image) -> int:
assert(im != null)
if im.has_mipmaps():
# TODO Add support for this? Didn't need it so far
_logger.error("Caching an image with mipmaps, this isn't supported")
var fpath := _get_current_cache_file_name()
if _next_id == 0:
# First file
_create_new_cache_file(fpath)
var id := _next_id
_next_id += 1
var item := {
# Duplicate the image so we are sure nothing funny will happen to it
# while the thread saves it
"image": im.duplicate(),
"path": fpath,
"data_offset": _cache_file_offset,
"saved": false
}
_cache_file_offset += _get_image_data_size(im)
if _cache_file_offset >= CACHE_FILE_SIZE_THRESHOLD:
_cache_file_offset = 0
_current_cache_file_index += 1
_create_new_cache_file(_get_current_cache_file_name())
_cache_image_info[id] = item
_save_queue_mutex.lock()
_save_queue.append(item)
_save_queue_mutex.unlock()
_save_semaphore.post()
if not USE_THREAD:
var before = Time.get_ticks_msec()
while len(_save_queue) > 0:
_save_thread_func()
if Time.get_ticks_msec() - before > 10_000:
_logger.error("Taking to long to empty save queue in non-threaded mode!")
return id
static func _get_image_data_size(im: Image) -> int:
return 1 + 4 + 4 + 4 + len(im.get_data())
static func _write_image(f: FileAccess, im: Image):
f.store_8(im.get_format())
f.store_32(im.get_width())
f.store_32(im.get_height())
var data : PackedByteArray = im.get_data()
f.store_32(len(data))
f.store_buffer(data)
static func _read_image(f: FileAccess) -> Image:
var format := f.get_8()
var width := f.get_32()
var height := f.get_32()
var data_size := f.get_32()
var data := f.get_buffer(data_size)
var im := Image.create_from_data(width, height, false, format, data)
return im
func load_image(id: int) -> Image:
var info := _cache_image_info[id] as Dictionary
var timeout := 5.0
var time_before := Time.get_ticks_msec()
# We could just grab `image`, because the thread only reads it.
# However it's still not safe to do that if we write or even lock it,
# so we have to assume it still has ownership of it.
while not info.saved:
OS.delay_msec(8.0)
_logger.debug("Waiting for cached image {0}...".format([id]))
if Time.get_ticks_msec() - time_before > timeout:
_logger.error("Could not get image {0} from cache. Something went wrong.".format([id]))
return null
var fpath := info.path as String
var f := FileAccess.open(fpath, FileAccess.READ)
if f == null:
var err := FileAccess.get_open_error()
_logger.error("Could not load cached image from {0}: {1}" \
.format([fpath, HT_Errors.get_message(err)]))
return null
f.seek(info.data_offset)
var im = _read_image(f)
f = null # close file
assert(im != null)
return im
func clear():
_logger.debug("Clearing image cache")
var dir := DirAccess.open(_cache_dir)
if dir == null:
#var err = DirAccess.get_open_error()
_logger.error("Could not open image file cache directory '{0}'" \
.format([_cache_dir]))
return
dir.include_hidden = false
dir.include_navigational = false
var err := dir.list_dir_begin()
if err != OK:
_logger.error("Could not start list_dir_begin in '{0}'".format([_cache_dir]))
return
# Delete all cache files
while true:
var fpath := dir.get_next()
if fpath == "":
break
if fpath.ends_with(".cache"):
_logger.debug(str("Deleting ", fpath))
err = dir.remove(fpath)
if err != OK:
_logger.error("Failed to delete cache file '{0}': {1}" \
.format([_cache_dir.path_join(fpath), HT_Errors.get_message(err)]))
_cache_image_info.clear()
func _save_thread_func():
# Threads keep a reference to the object of the function they run.
# So if the object is a Reference, and that reference owns the thread... we get a cycle.
# We can break the cycle by removing 1 to the count inside the thread.
# The thread's reference will never die unexpectedly because we stop and destroy the thread
# in the destructor of the reference.
# If that workaround explodes one day, another way could be to use an intermediary instance
# extending Object, and run a function on that instead.
#
# I added this in Godot 3, and it seems to still be relevant in Godot 4 because if I don't
# do it, objects are leaking.
#
# BUT it seems to end up triggering a crash in debug Godot builds due to unrefing RefCounted
# with refcount == 0, so I guess it's wrong now?
# So basically, either I do it and I risk a crash,
# or I don't do it and then it causes a leak...
# TODO Make this shit use `Object`
#
# if USE_THREAD:
# unreference()
while _save_thread_running:
_save_queue_mutex.lock()
var to_save := _save_queue.duplicate(false)
_save_queue.clear()
_save_queue_mutex.unlock()
if len(to_save) == 0:
if USE_THREAD:
_save_semaphore.wait()
continue
var f : FileAccess
var path := ""
for item in to_save:
# Keep re-using the same file if we did not change path.
# It makes I/Os faster.
if item.path != path:
# Close previous file
f = null
path = item.path
f = FileAccess.open(path, FileAccess.READ_WRITE)
if f == null:
var err := FileAccess.get_open_error()
call_deferred("_on_error", "Could not open file {0}: {1}" \
.format([path, HT_Errors.get_message(err)]))
path = ""
continue
f.seek(item.data_offset)
_write_image(f, item.image)
# Notify main thread.
# The thread does not modify data, only reads it.
call_deferred("_on_image_saved", item)
# Workaround some weird behavior in Godot 4:
# when the next loop runs, `f` IS NOT CLEANED UP. A reference is still held before `var f`
# is reached, which means the file is still locked while the thread is waiting on the
# semaphore... so I have to explicitely "close" the file here.
f = null
if not USE_THREAD:
break
func _on_error(msg: String):
_logger.error(msg)
func _on_image_saved(item: Dictionary):
_logger.debug(str("Saved ", item.path))
item.saved = true
# Should remove image from memory (for usually being last reference)
item.image = null