Update asset database

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# Asset Database Architecture
This document details the architectural design and data flow of the `AssetHandle` module in Ghost Editor.
## System Overview
The Asset Database acts as the bridge between the raw file system (Source Assets) and the runtime engine (Imported Assets). It maintains a consistent state using a dual-storage approach:
1. **File System**: The source of truth. Contains source files (e.g., `.png`, `.fbx`) and metadata files (`.gmeta`).
2. **SQLite Database**: An acceleration layer (cache) for fast lookups, dependency tracking, and searching.
## Data Flow
### 1. Asset Discovery & Registration
When the editor starts or a file changes:
1. **FileSystemWatcher** detects the change (Create/Delete/Modify/Rename).
2. **Event Handler** queues an `AssetCommand` (debounce mechanism prevents event storms).
3. **Command Processor** executes the command:
* **New File**: Generates a `.gmeta` file with a new GUID and default settings. Adds to SQLite.
* **Modified File**: Checks hash. If changed, marks asset as "Dirty" and updates SQLite.
* **Deleted File**: Removes from SQLite and marks dependents as "Dirty".
### 2. Import Pipeline
The import process converts source formats into engine-ready data.
**Flow:**
1. `AssetDatabase.ImportDirtyAssetsAsync()` or direct `ImportAssetAsync` is called.
2. System looks up the registered `AssetImporter` for the file extension.
3. `AssetImporter.ImportAsync` is invoked with the source path and metadata.
4. Importer reads source file and settings from metadata.
5. Importer processes data (e.g., compiles shaders, compresses textures).
6. Importer calls `AssetDatabase.SaveImportedAsset(guid, data)`.
7. Data is serialized to JSON (or binary) in the `Cache/ImportedAssets` directory as `{GUID}.asset`.
### 3. Loading Pipeline
When the engine requests an asset:
**Flow:**
1. `AssetDatabase.LoadAsset<T>(guid)` is called.
2. **Memory Cache Check**:
* Checks `s_assetCache` (ConcurrentDictionary).
* If found: Updates LRU timestamp and returns object.
* If not found: Proceeds to disk load.
3. **Disk Load**:
* Locates `{GUID}.asset` in `Cache/ImportedAssets`.
* Deserializes the data into the target runtime type (e.g., `TextureAsset`).
4. **Cache Update**:
* Adds new object to `s_assetCache`.
* If cache size > `MAX_CACHED_ASSETS` (1000), evicts oldest 20% based on access time.
## Key Components Diagram
```mermaid
graph TD
User[Editor / User] -->|File Ops| API[AssetDatabase API]
FS[File System] -->|Events| Watcher[FileSystemWatcher]
subgraph AssetDatabase
API --> DB[SQLite Database]
API --> Meta[Meta Handler]
API --> Loader[Asset Loader]
API --> Importer[Import System]
Watcher -->|Queue| Cmd[Command Processor]
Cmd --> Meta
Cmd --> DB
Importer -->|Read| FS
Importer -->|Write| Cache[Imported Assets Cache]
Loader -->|Read| Cache
Loader -->|Check| MemCache[Memory LRU Cache]
end
Meta -->|Read/Write| FS
DB -->|Index| FS
```
## Database Schema (SQLite)
The `AssetDatabase.db` contains a single `Assets` table:
| Column | Type | Description |
|--------|------|-------------|
| **Guid** | TEXT (PK) | The unique identifier of the asset. |
| **Path** | TEXT | Relative path from `Assets/` folder. Indexed for fast lookup. |
| **Version** | INTEGER | Importer version for migration support. |
| **Tags** | TEXT | JSON array of string tags. |
| **FileHash** | TEXT | SHA256 hash of the source file content. |
| **DependencyGuids** | TEXT | JSON array of GUIDs this asset depends on. |
| **LastModified** | INTEGER | Unix timestamp of last modification. |
## Detailed Subsystems
### Metadata System (`.gmeta`)
* **Format**: JSON.
* **Content**: GUID, Version, Tags, ImporterSettings (per importer type).
* **Strategy**: The `.gmeta` file is the *only* place the persistent GUID lives. If the database is corrupted, it can be rebuilt entirely by scanning the file system and reading `.gmeta` files.
### Threading & Safety
* **Locks**:
* `s_dbLock`: Protects in-memory dictionaries (`s_assetPathLookup`) and dirty tracking.
* `s_commandLock`: Protects the command queue for file events.
* **Async**: Heavy I/O operations (DB access, File I/O) are async.
* **Channels**: Uses `System.Threading.Channels` to decouple high-frequency file system events from database processing.
### Importer Registry
* Uses `TypeCache` and reflection to find classes with `[AssetImporter]`.
* Mappings are stored in `s_importerTypeLookup` (Extension -> Type).
* Importers are stateless (instantiated on demand or cached as singletons depending on implementation, currently cached in `s_importerInstances`).
## Future Improvements / Known Limitations
1. **Binary Formats**: Currently, imported assets are stored as JSON. For large assets (textures, models), a binary format is required for performance.
2. **Dependency Graph**: While dependencies are stored, a full graph traversal for complex invalidation (e.g., if A changes, re-import B which depends on A) is partial.
3. **Cross-Process Locking**: SQLite is file-based; concurrent access from multiple editor instances needs careful file locking mode configuration.