32 lines
1.4 KiB
C
32 lines
1.4 KiB
C
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// -----------------------------------------------------------------------------
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// asset pipeline framework
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// - rlyeh, public domain.
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//
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// all cooked assets are stored inside zip file at root folder, which acts as an asset database.
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// during game boot, the database gets rebuilt as follows: (note: step 0 is an optional optimization)
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// 0. for N given cores, split list of infiles into N zipfiles. then, parallelize cooks.
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// 1. compare local disk files against file in zip database. for each mismatch do:
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// 2. - invalidate its entry in database, if local file was removed from disk.
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// 3. - write its *cooked* contents into database, if local file was created or modified from disk.
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// 4. mount any existing zipfile(s) after cooking.
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//
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// notes: meta-datas from every raw asset are stored into comment field, inside .cook.zip archive.
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// @todo: fix leaks
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// @todo: symlink exact files
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// @todo: idle threads should steal jobs from busy threads (maybe use jobs/coroutines for this?) ...
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enum COOK_FLAGS {
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COOK_SYNC = 0,
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COOK_ASYNC = 1,
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COOK_CANCELABLE = 2,
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COOK_DEBUGLOG = 4, // log all cooking commands to a batch file
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};
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API void cook_config( const char *path_to_cook_ini ); // "tools/cook.ini"
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API bool cook_start( const char *path_to_cook_ini, const char *masks, int flags ); // COOK_INI, "**"
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API void cook_stop();
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API void cook_cancel();
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API int cook_jobs(); // [0..N]
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API int cook_progress(); // [0..100]
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