22 Commits

Author SHA1 Message Date
9bae3e647e docs(README): rewrite and expand documentation
Major rewrite of the README for Ghost.NativeWrapperGen:
- Clarifies project purpose, design, and intended usage.
- Adds concrete code examples of generated wrappers.
- Updates CLI usage and provides validated command lines.
- Replaces old config schema docs with detailed tables for all config fields, including new `remaps` and `actions`.
- Documents the new config-driven routing and remapping system.
- Explains the action-based method routing with conditions and apply steps.
- Details naming conventions and method name derivation.
- Provides a full, modern config example for nvtt.
- Updates recommended workflow for wrapper regeneration and build.
- Emphasizes the design principle of keeping policy in config.
- Removes outdated sections and limitations.
- Improves formatting and accessibility for new users.
2026-03-15 21:15:52 +09:00
6cadd8edeb feat(nativegen)!: refactor to struct-based native wrappers
Major overhaul of native wrapper generation for ufbx and nvtt.
Replaces all hand-written and class-based wrappers with auto-generated partial struct wrappers that directly expose native API methods via pointers. Introduces a new JSON-driven configuration system using "remaps" and "actions" for flexible parameter/return mapping and method routing. Removes legacy config sections and helper classes, focusing solely on method wrappers. Updates all usages and tests to use the new pointer-based API. Cleans up obsolete code and ensures resource management is handled via struct Dispose methods. The result is a thinner, more direct, and maintainable interop layer.

BREAKING CHANGE: All managed wrapper classes and helpers are removed in favor of struct-based pointer wrappers. API usage and resource management patterns have changed.
2026-03-15 20:48:54 +09:00
3e4084c42a Added ufbx warper 2026-03-15 02:19:40 +09:00
cce1cf7256 Added Ufbx 2026-03-14 18:29:18 +09:00
254b08bc81 Added doc folder 2026-03-14 12:33:12 +09:00
912b320d8f Fixed compilation errors;
Added MaterialPalette
2026-03-14 12:27:49 +09:00
8a3b40b4f8 Refactor MeshInstance 2026-03-13 15:10:25 +09:00
619720feee Render extraction system & ECS/graphics refactor
Introduced RenderExtractionSystem for entity-based render data extraction. Added MeshInstance and MeshPalette components with shadow casting support. Refactored QueryBuilder API, SharedComponentStore, and component registration for clarity and flexibility. Updated SystemManager and SystemGroup to use SystemAPI. Replaced RenderingConfig with GraphicsEngineDesc/RenderSystemDesc. RenderFrame now uses CPU/GPU fence values for sync. Removed Camera.cs in favor of ECS-based rendering. Improved Material, RenderingLayerMask, Mesh, and RenderList APIs. Updated package references and fixed naming, error handling, and disposal issues.
2026-03-08 22:51:03 +09:00
bfe8588d76 Refactor render pipeline and resource management APIs
Split IFenceSynchronizer/IRenderSystem interfaces for clarity. Refactor D3D12GraphicsEngine to use IFenceSynchronizer. Update RenderGraph and context to use explicit resource manager/database/allocator references. Add multi-buffering methods to IRGBuilder (stub). Support history access for multi-frame resources. Remove legacy RenderPipelineBase; introduce IRenderPipelineSettings and sealed GhostRenderPipeline. Clean up resource aliasing and pool logic. Improve modularity and future extensibility.
2026-03-03 20:14:22 +09:00
b8af6e8c3a Added RenderPipelineBase 2026-03-02 19:06:19 +09:00
5e42d699c3 Added RenderList and RenderReques.
Added IRenderPipeline.
2026-02-28 21:31:38 +09:00
6f802ac12b Added CopyTexture support in ICommandBuffer 2026-02-26 21:40:07 +09:00
162b71f309 Refactor render graph error handling and resource APIs
- RenderGraph.Compile/Execute now return Error for better failure detection; error handling is propagated throughout compiler and executor.
- Renamed ScheduleReleaseResource to ReleaseResource for clarity; updated all usages.
- ResourceManager now calls ReleaseResource directly on Mesh, Material, and Shader types.
- Camera exposes Actual/Virtual size properties and Render returns Error.
- RenderingContext now uses IResourceManager for mesh/resource ops.
- Replaced custom BinaryWriter with BufferWriter in RenderGraphHasher.
- Improved variable naming, interface signatures, and code formatting.
- Added Error extension for IsSuccess/IsFailure.
- Minor FMOD/native interop and test code cleanups.
- No breaking API changes except for new Error return values on some methods.
2026-02-25 19:08:54 +09:00
30090f84ab Refactor rendering projects 2026-02-24 20:08:26 +09:00
93c58fa7fb Add Ghost.Nvtt C# wrapper and integrate nvtt texture pipeline
- Introduce full managed C# wrapper for NVIDIA Texture Tools (nvtt) with safe handle classes, idiomatic APIs, and managed callback support.
- Integrate Ghost.Nvtt into Ghost.Editor.Core and Ghost.MicroTest; update TextureAssetHandler to use the new nvtt wrapper for texture compression.
- Add comprehensive end-to-end binding test (NvttBindingTest).
- Refactor D3D12 resource management: add deferred/immediate release APIs, update allocator/database usage, and ensure proper resource cleanup.
- Update project files for new native DLL layout and dependency versions.
- Minor API cleanups: EditorApplication properties, D3D12 input layout, and removal of obsolete code.
- Update shaders, tests, and documentation for new APIs and usage patterns.
2026-02-23 17:13:10 +09:00
78e3b4ef31 Merge branch 'develop' of https://github.com/misakieku/GhostEngine into develop 2026-02-18 00:52:23 +09:00
db8ca971a8 Refactor folder structure 2026-02-18 00:52:18 +09:00
638417d4f0 Refactor folder structure 2026-02-18 00:50:46 +09:00
426786397c Modify AssetService 2026-02-05 19:25:48 +09:00
9bbccfc8f8 Update ContextFlyout 2026-02-05 13:52:53 +09:00
eadd13931f Updating ProjectBrowser 2026-02-04 19:08:18 +09:00
59991f47d5 Update editor 2026-02-03 21:49:14 +09:00
855 changed files with 28017 additions and 8984 deletions

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*.dll filter=lfs diff=lfs merge=lfs -text

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*.user *.user
*.userosscache *.userosscache
*.sln.docstates *.sln.docstates
AGENTS.md
# User-specific files (MonoDevelop/Xamarin Studio) # User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs *.userprefs

297
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# GhostEngine - Agent Development Guide
This guide provides essential information for AI coding agents working on the GhostEngine codebase.
## Project Overview
- **Type**: Game Engine
- **Language**: C#
- **Target Framework**: .NET 10.0
- **Special Features**: ECS architecture, D3D12 rendering, AOT compilation, WinUI 3 editor
- **Platform**: Windows (net10.0-windows10.0.22621.0 for editor projects)
## Build Commands
### Build Entire Solution
```bash
dotnet build GhostEngine.slnx
```
### Build Specific Project
```bash
dotnet build Ghost.Entities/Ghost.Entities.csproj
dotnet build Ghost.Editor/Ghost.Editor.csproj
```
### Build with Configuration
```bash
dotnet build GhostEngine.slnx -c Release
dotnet build GhostEngine.slnx -c Debug
```
### Clean Build
```bash
dotnet clean GhostEngine.slnx
dotnet build GhostEngine.slnx
```
## Test Commands
### Run All Tests (Custom Framework)
Tests use a custom test framework (not xUnit/NUnit/MSTest). Each test project is an executable.
```bash
# Run entity tests
dotnet run --project Ghost.Entities.Test/Ghost.Entities.Test.csproj
# Run shader tests
dotnet run --project Ghost.Shader.Test/Ghost.Shader.Test.csproj
```
### Run Single Test
Tests implement `ITest` interface. To run a specific test, modify the test project's `Program.cs`:
```csharp
// In Ghost.Entities.Test/Program.cs
TestRunner.Run<EntityQueryTest>(); // Run specific test
TestRunner.Run<EntityQueryTest>(10); // Run with 10 iterations
```
### Visual Tests (Graphics)
Graphics tests use WinUI 3 and require running as packaged apps:
```bash
dotnet run --project Ghost.Graphics.Test/Ghost.Graphics.Test.csproj
```
## Code Style Guidelines
### Formatting (from .editorconfig)
- **Braces**: Allman style - all opening braces on new lines
- **Line Length**: Max 400 characters (very permissive)
- **Single-line statements**: Preserved (allowed)
- **Single-line blocks**: Preserved (allowed)
```csharp
// Correct brace style
public void Method()
{
if (condition)
{
DoSomething();
}
}
```
### Imports
- **System directives**: NOT sorted first (dotnet_sort_system_directives_first = false)
- **No grouping**: Import directives not separated by blank lines
- **Order**: Organize by project convention, not alphabetically
```csharp
using Ghost.Core;
using Ghost.Entities;
using Misaki.HighPerformance.Collections;
using System.Diagnostics;
using TerraFX.Interop.DirectX;
```
### Types and Nullability
- **Nullable**: Enabled for all projects
- **Implicit usings**: Enabled
- **Unsafe code**: Allowed in most projects (AllowUnsafeBlocks = True)
- **Primary constructors**: NOT preferred (csharp_style_prefer_primary_constructors = false)
### Naming Conventions
- **Classes/Interfaces**: PascalCase (`EntityManager`, `ICommandBuffer`)
- **Methods**: PascalCase (`CreateEntity`, `GetComponent`)
- **Properties**: PascalCase (`IsSuccess`, `Value`)
- **Fields (private)**: Camel case with underscore prefix (`_entityLocations`, `_world`)
- **Fields (public/internal)**: Camel case, no prefix for struct fields (`archetypeID`, `chunkIndex`)
- **Type parameters**: Single letter or PascalCase (`T`, `TComponent`)
- **Constants**: PascalCase (no SCREAMING_SNAKE_CASE)
```csharp
public class EntityManager
{
private readonly World _world; // Private field
private UnsafeSlotMap<EntityLocation> _entityLocations;
public World World => _world; // Property
public Entity CreateEntity() { } // Method
}
internal struct EntityLocation // Struct
{
public int archetypeID; // Public struct field
public int chunkIndex;
}
```
### Error Handling
**Use Result Types** - Railway-oriented programming pattern:
```csharp
// Custom result types defined in Ghost.Core
public ErrorStatus DoOperation()
{
return ErrorStatus.None; // or ErrorStatus.NotFound, etc.
}
public Result<T> GetValue()
{
if (success)
return Result<T>.Success(value);
else
return Result<T>.Failure("Error message");
}
public Result<T, ErrorStatus> GetValueWithStatus()
{
if (success)
return value; // Implicit conversion
else
return ErrorStatus.NotFound; // Implicit conversion
}
// Extension methods for checking results
result.ThrowIfFailed();
var value = result.GetValueOrThrow();
var value = result.GetValueOrDefault(defaultValue);
if (result.TryGetValue(out var value)) { }
```
**Error Status Values**: None, NotFound, InvalidArgument, InvalidState, InternalError, PermissionDenied, NotSupported, OutOfMemory, Timeout, Cancelled, UnknownError
### Memory and Performance
- **Use unsafe code** when needed for performance-critical paths
- **Span<T> and stackalloc**: Prefer for temporary allocations
- **ref returns**: Use for zero-copy access to internal data
- **Allocator patterns**: Use `Allocator.Persistent` for long-lived allocations
- **AllocationManager**: Create stack scopes for temporary allocations
```csharp
// Stack allocation pattern
var entities = (Span<Entity>)stackalloc Entity[1];
// Using allocation scope
using var scope = AllocationManager.CreateStackScope();
var batchDestroy = new UnsafeList<EntityLocation>(entities.Length, scope.AllocationHandle);
// Ref returns for zero-copy access
public ref T GetSingleton<T>() where T : unmanaged, IComponent
{
var ptr = GetSingleton(ComponentTypeID<T>.Value);
return ref *(T*)ptr;
}
```
### Type Safety Patterns
**Strongly-typed identifiers**:
```csharp
Identifier<IComponent> componentID;
Identifier<Archetype> archetypeID;
Handle<T> resourceHandle;
```
**Generic constraints**:
```csharp
public void Method<T>() where T : unmanaged, IComponent
public void Method<T, E>() where E : struct, Enum
```
### Documentation
- **XML comments**: Required for public APIs
- **Summary tags**: Describe what, not how
- **Remarks**: Add for complex behavior, thread-safety warnings, structural changes
```csharp
/// <summary>
/// Create an entity with specified components.
/// </summary>
/// <param name="set">A set of component space IDs to add to the entities.</param>
/// <returns>The created entity.</returns>
/// <remarks>
/// This method causes structural changes and is not thread-safe.
/// Use <see cref="EntityCommandBuffer"/> to defer changes.
/// </remarks>
public Entity CreateEntity(ComponentSet set) { }
```
### Common Patterns
**ECS Component Registration**:
```csharp
// Type-safe component ID
ComponentTypeID<Transform>.Value
// Component sets for archetypes
var set = new ComponentSet(ComponentTypeID<Transform>.Value, ComponentTypeID<Velocity>.Value);
```
**Disposal Pattern**:
```csharp
private bool _disposed;
~MyClass()
{
Dispose();
}
public void Dispose()
{
if (_disposed) return;
// Cleanup code
_disposed = true;
GC.SuppressFinalize(this);
}
```
**Debug-only validation**:
```csharp
#if DEBUG || GHOST_EDITOR
if (!_isSuccess)
{
throw new InvalidOperationException($"Error: {_message}");
}
#endif
```
## Architecture Notes
### Entity Component System (ECS)
- Archetype-based storage (similar to Unity DOTS)
- Component data stored in chunks
- Queries use bitset signatures for fast matching
- Structural changes move entities between archetypes
### Graphics (D3D12)
- Hardware abstraction via `ICommandBuffer`
- Resource lifetime managed via handles
- Pipeline state objects (PSO) cached in library
- Native interop via TerraFX.Interop
### Custom Dependencies
- `Misaki.HighPerformance.*`: High-performance collections and utilities
- `TerraFX.Interop.*`: Native Windows/DirectX interop
- Custom source generators in `Ghost.Generator`
## Important Rules
1. **Never disable nullable warnings** - fix the root cause
2. **Use Result types** instead of throwing exceptions for expected failures
3. **Document thread-safety** in XML comments for public APIs
4. **AllowUnsafeBlocks** is enabled - use unsafe code when it improves performance
5. **Avoid collection expressions/initializers** (disabled in .editorconfig)
6. **Prefer explicit over implicit** - clarity over brevity
7. **Test changes** by running the appropriate test project executable

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using System.Runtime.CompilerServices;
namespace Ghost.Core;
public readonly struct TypeHandle
{
public readonly IntPtr Value
{
get;
}
private TypeHandle(IntPtr value)
{
Value = value;
}
/// <summary>
/// Gets the space handle for the specified space.
/// </summary>
/// <param name="type">The space to get the handle for.</param>
/// <returns>The space handle as a nint.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static TypeHandle Get(Type type) => new TypeHandle(type.TypeHandle.Value);
/// <summary>
/// Gets the space handle for the specified space.
/// </summary>
/// <typeparam name="T">The space to get the handle for.</typeparam>
/// <returns>The space handle as a nint.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static TypeHandle Get<T>() => Get(typeof(T));
/// <summary>
/// Converts a TypeHandle to a Type.
/// </summary>
/// <param name="handle">The TypeHandle to convert.</param>
/// <returns>The corresponding Type.</returns>
public Type? ToType()
{
return Type.GetTypeFromHandle(RuntimeTypeHandle.FromIntPtr(Value));
}
public override int GetHashCode()
{
return Value.GetHashCode();
}
public static implicit operator TypeHandle(IntPtr value)
{
return new TypeHandle(value);
}
public static implicit operator IntPtr(TypeHandle handle)
{
return handle.Value;
}
public static implicit operator TypeHandle(Type type)
{
return Get(type);
}
public static implicit operator Type?(TypeHandle handle)
{
return handle.ToType();
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace Ghost.Core.Utilities;
internal class EnumUtility
{
}

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using Misaki.HighPerformance.LowLevel;
using System.ComponentModel;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using TerraFX.Interop.Windows;
namespace Ghost.Core.Utilities;
[SupportedOSPlatform("windows10.0.19041.0")]
internal static unsafe partial class Win32Utility
{
[EditorBrowsable(EditorBrowsableState.Never)]
public readonly ref struct IID_PPV
{
public readonly Guid* iid;
public readonly void** ppv;
public IID_PPV(Guid* iid, void** ppv)
{
this.iid = iid;
this.ppv = ppv;
}
public void Deconstruct(out Guid* iid, out void** ppv)
{
iid = this.iid;
ppv = this.ppv;
}
}
public static Guid* IID_NULL
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => (Guid*)Unsafe.AsPointer(ref Unsafe.AsRef(in IID.IID_NULL));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static IID_PPV IID_PPV_ARGS<T>(ComPtr<T>* comPtr)
where T : unmanaged, IUnknown.Interface
{
return new IID_PPV(Windows.__uuidof<T>(), (void**)comPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Attach<T>(ref this UniquePtr<T> uPtr, T* other)
where T : unmanaged, IUnknown.Interface
{
var ptr = uPtr.Get();
if (ptr != null)
{
var refCount = ptr->Release();
Debug.Assert((refCount != 0) || (ptr != other));
}
uPtr = new UniquePtr<T>(other);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Dispose<T>(ref this UniquePtr<T> uPtr)
where T : unmanaged, IUnknown.Interface
{
var ptr = uPtr.Detach();
if (ptr != null)
{
ptr->Release();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Result ToResult(this HRESULT hr, [CallerArgumentExpression(nameof(hr))] string? op = null)
{
if (hr.SUCCEEDED)
{
return Result.Success();
}
return Result.Failure($"{op} failed with code {hr}");
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void** ReleaseAndGetVoidAddressOf<T>(ref this ComPtr<T> comPtr)
where T : unmanaged, IUnknown.Interface
{
return (void**)comPtr.ReleaseAndGetAddressOf();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ComPtr<T> Move<T>(ref this ComPtr<T> comPtr)
where T : unmanaged, IUnknown.Interface
{
var copy = default(ComPtr<T>);
comPtr.Swap(ref copy);
return copy;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool HasFlag<T>(this uint flags, T flag)
where T : Enum
{
return (flags & Unsafe.As<T, uint>(ref flag)) != 0;
}
extension(MemoryLeakException)
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ThrowIfRefCountNonZero(uint count)
{
if (count != 0)
{
throw new MemoryLeakException($"Reference count is not zero: {count}");
}
}
}
}

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namespace Ghost.Data.Repository;
internal class AssetsRepository
{
}

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using Ghost.Core;
namespace Ghost.Editor.Core.AppState;
internal partial class AppStateMachine : IDisposable, IAsyncDisposable
{
private Dictionary<StateKey, Lazy<IAppState>> _states = new();
private IAppState? _current;
private bool _disposed;
public void RegisterState(StateKey key, Func<IAppState> stateFactory)
{
_states[key] = new(stateFactory);
}
public async Task<Result> TransitionToAsync(StateKey stateKey, object? parameter = null)
{
var previous = _current;
if (!_states.TryGetValue(stateKey, out var next))
{
return Result.Failure($"State '{stateKey}' not found.");
}
Result result;
if (previous != null)
{
result = await previous.OnExitingAsync();
if (result.IsFailure)
{
return result;
}
}
result = await next.Value.OnEnteringAsync(parameter);
if (result.IsFailure)
{
if (previous != null)
{
await previous.OnEnteredAsync(parameter);
}
return result;
}
if (previous != null)
{
result = await previous.OnExitedAsync();
if (result.IsFailure)
{
await next.Value.OnExitedAsync();
await previous.OnEnteredAsync(parameter);
return result;
}
}
result = await next.Value.OnEnteredAsync(parameter);
if (result.IsFailure)
{
await next.Value.OnExitedAsync();
if (previous != null)
{
await previous.OnEnteredAsync(parameter);
}
return result;
}
_current = next.Value;
return Result.Success();
}
public void Dispose()
{
DisposeAsync().AsTask().Wait();
}
public async ValueTask DisposeAsync()
{
if (_disposed)
{
return;
}
_states.Clear();
if (_current != null)
{
await _current.OnExitingAsync();
await _current.OnExitedAsync();
}
_current = null;
_disposed = true;
}
}

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using Ghost.Core;
namespace Ghost.Editor.Core.AppState;
internal interface IAppState
{
/// <summary>
/// Called when exiting the state.
/// </summary>
public ValueTask<Result> OnExitingAsync();
/// <summary>
/// Called when entering the state, right after OnEnteringAsync.
/// <paramref name="parameter">can be used to pass data into the state, such as a project to load.</summary>
/// </summary>
public ValueTask<Result> OnEnteringAsync(object? parameter);
/// <summary>
/// Called when exiting the state, specifically for pose transitions.
/// </summary>
public ValueTask<Result> OnExitedAsync();
/// <summary>
/// Called when entered the state, specifically after the state has been fully initialized and is ready for interaction.
/// </summary>
/// <param name="parameter">can be used to pass data into the state, such as a project to load.</param>
public ValueTask<Result> OnEnteredAsync(object? parameter);
}

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namespace Ghost.Editor.Core.AppState;
internal enum StateKey
{
None,
Landing,
EngineEditor,
}

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# Asset Database Plan
AssetDB is a core component of the Ghost Editor that manages the storage, retrieval, and organization of various assets used within the editor.
This document outlines the plan for implementing the AssetDB, including its structure, functionality, and integration with other components of the Ghost Editor.
## Data Structure
- Asset Metadata: Each asset will have associated metadata, including:
- Unique Identifier (GUID)
- Version (Version of the asset pipeline, not the asset. This is primarily for migration when we redesign the asset pipeline in the future)
- Tags
- Importer Settings
An simplified example of metadata file (filename.png.gmeta):
```json
{
"Guid": "123e4567-e89b-12d3-a456-426614174000",
"Version": 1,
"Tags": ["Environment", "Texture"],
"ImporterSettings": [
"TextureImporter": {
"Version": 1,
"MaxSize": 2048,
"MipLevels": 1
},
"OtherImporter": {
}
]
}
```
- Asset: The base class for all assets.
- Asset Database: A centralized database that stores and manages all assets. It will handle:
- Asset registration and deregistration
- Asset lookup by GUID
- Asset lookup by path
- Automatic handle file creation, remove, rename, move, etc.
- Asset dependency management
- Automatic asset re-importing when source files change.
- Asset tagging.
- Add type specific default importer settings for new asset.
- SQLite (`Microsoft.Data.Sqlite`) for persistent storage and efficient querying.
An simplified data model example in SQLite:
```sql
CREATE TABLE Assets (
Guid TEXT PRIMARY KEY,
Path TEXT NOT NULL,
Type INTEGER,
Version INTEGER,
Tags TEXT,
DependencyGuids TEXT
);
```
## Simplified Workflow
### New Asset Addition
1. A file is added to the project directory.
2. Generates the metadata for the asset with name filename.etx + ".gmeta" (You can get the extension from Ghost.Editor.Core.Utilities.FileExtensions.META_FILE_EXTENSION)
3. Add the asset to the database.
### File Removal
1. A file is removed from the project directory.
2. Deletes the corresponding asset metadata.
3. Remove the asset from the database.
4. Mark dependent assets as dirty for re-importing.
### File Renaming/Moving
1. A file is renamed or moved within the project directory.
2. Check if the new path has an existing metadata file (just in case user move the file with the metadata file together).
- If exists, validate the data and update the database accordingly.
- if not, regenerate the metadata file for the new path and update the database.
3. Delete the old metadata file if exists.
### File Modification
1. A file is modified in the project directory.
2. Check the file hash to see if it has changed.
- If changed, mark the asset as dirty for re-importing.
- If not, do nothing.
### Asset Importing (You don't need to write any assets importer right now, just write the framework and a simple test importer if it's needed for unit test)
1. An asset is marked as dirty.
2. The asset importer for that type processes the asset based on its importer settings.
3. Validate the references and dependencies, report errors if any (for example, missing dependencies).
## Features Checklist
### In Code (API)
- [ ] Find GUID by path
- [ ] Find path by GUID
- [ ] Load asset by GUID (May need special asset loader, not included in this plan, leave an API and TODO comment)
- [ ] API for adding/removing/moving/copying assets
- [ ] API for opening asset in editor or external program
- [ ] API to set asset dirty and save all assets if dirty
- [ ] Get and set asset tags.
- [ ] Refresh asset database (re-scan project directory for changes)
### In Editor (API Only, I will handle the UI part)
- [ ] Asset Browser window to view and manage assets (automatically refresh when assets change)
- [ ] Skip meta file in asset browser view
- [ ] Search assets by name, tag, type, etc.
### In Background
- [ ] File system watcher to monitor changes in the project directory and update the AssetDB accordingly.
- [ ] Automatic asset re-importing when source files change (detect changes via file system watcher and quick hash comparison).
- [ ] Asset dependency management.
- [ ] Validate and fix AssetDB on project load (check for missing/corrupted assets if user add/delete/rename/move files when the editor is not running, etc.)
- [ ] Asset importer system to handle different asset types and their import settings.
## Testing
Make sure everything builds correctly at first.
Write unit tests and integration tests to ensure the AssetDB functions correctly inside the `Ghost.UnitTests` project.
## Critical Considerations
- Performance: Ensure that the AssetDB operations are efficient, especially for large projects with many assets.
- Stability: The meta data files should be the only source of truth for asset information.
The AssetDB should be able to recover from inconsistencies by re-generating data from the meta files.
We still need to trust the meta data files even if they are corrupted or missing by regenerating them when necessary.
Database is used for caching and quick lookup only.
- Asynchronous patterns: Consider using asynchronous operations for file I/O and database operations to avoid blocking the main thread.
Packages like `Microsoft.Data.Sqlite` support async operations.

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@@ -1,355 +0,0 @@
using Ghost.Core;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
/// <summary>
/// Create a new asset at the specified path.
/// Generates metadata and adds it to the database.
/// </summary>
/// <param name="assetPath">Path to create the asset at.</param>
/// <param name="content">Content to write to the asset file.</param>
/// <returns>Result indicating success or failure.</returns>
public static async ValueTask<Result> CreateAssetAsync(string assetPath, ReadOnlyMemory<byte> content, CancellationToken token = default)
{
if (AssetsDirectory == null)
{
return Result.Failure("AssetsDirectory not initialized");
}
if (!assetPath.StartsWith(AssetsDirectory.FullName, StringComparison.OrdinalIgnoreCase))
{
return Result.Failure("Asset path must be within the Assets directory");
}
if (File.Exists(assetPath))
{
return Result.Failure("Asset already exists");
}
try
{
var directory = Path.GetDirectoryName(assetPath);
if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
using var fs = File.Create(assetPath);
await fs.WriteAsync(content, token);
// GenerateMetaFileAsync will be called automatically by the file watcher
// But we'll call it directly to ensure it's created immediately
await GenerateMetaFileAsync(assetPath, token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to create asset: {ex.Message}");
}
}
/// <summary>
/// Create an empty asset at the specified path.
/// Generates metadata and adds it to the database.
/// </summary>
/// <param name="assetPath">Path to create the asset at.</param>
/// <returns>Result indicating success or failure.</returns>
public static ValueTask<Result> CreateAssetAsync(string assetPath, CancellationToken token = default)
{
return CreateAssetAsync(assetPath, ReadOnlyMemory<byte>.Empty, token);
}
/// <summary>
/// Delete an asset and its metadata.
/// </summary>
/// <param name="guid">GUID of the asset to delete.</param>
/// <returns>Result indicating success or failure.</returns>
public static async ValueTask<Result> DeleteAssetAsync(Guid guid, CancellationToken token = default)
{
var pathResult = GuidToPath(guid);
if (pathResult.IsFailure)
{
return Result.Failure(pathResult.Message);
}
var fullPathResult = GetFullPath(pathResult.Value);
if (fullPathResult.IsFailure)
{
return Result.Failure(fullPathResult.Message);
}
try
{
var assetPath = fullPathResult.Value;
// Delete the asset file
if (File.Exists(assetPath))
{
File.Delete(assetPath);
}
// Delete the .gmeta file
var metaPath = assetPath + Utilities.FileExtensions.META_FILE_EXTENSION;
if (File.Exists(metaPath))
{
File.Delete(metaPath);
}
// Remove from database
await RemoveAssetFromDatabaseAsync(guid, token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to delete asset: {ex.Message}");
}
}
/// <summary>
/// Delete an asset and its metadata by path.
/// </summary>
/// <param name="assetPath">Path to the asset to delete.</param>
/// <returns>Result indicating success or failure.</returns>
public static ValueTask<Result> DeleteAssetAsync(string assetPath, CancellationToken token = default)
{
var guidResult = PathToGuid(assetPath);
if (guidResult.IsFailure)
{
return new ValueTask<Result>(Task.FromResult(Result.Failure(guidResult.Message)));
}
return DeleteAssetAsync(guidResult.Value, token);
}
/// <summary>
/// Move an asset to a new location.
/// </summary>
/// <param name="guid">GUID of the asset to move.</param>
/// <param name="newPath">New path for the asset (relative or absolute).</param>
/// <returns>Result indicating success or failure.</returns>
public static async ValueTask<Result> MoveAssetAsync(Guid guid, string newPath, CancellationToken token = default)
{
var oldPathResult = GuidToPath(guid);
if (oldPathResult.IsFailure)
{
return Result.Failure(oldPathResult.Message);
}
var oldFullPathResult = GetFullPath(oldPathResult.Value);
if (oldFullPathResult.IsFailure)
{
return Result.Failure(oldFullPathResult.Message);
}
if (AssetsDirectory == null)
{
return Result.Failure("AssetsDirectory not initialized");
}
// Ensure new path is absolute and within assets directory
if (!Path.IsPathRooted(newPath))
{
newPath = Path.Combine(AssetsDirectory.FullName, newPath);
}
if (!newPath.StartsWith(AssetsDirectory.FullName, StringComparison.OrdinalIgnoreCase))
{
return Result.Failure("New path must be within the Assets directory");
}
if (File.Exists(newPath))
{
return Result.Failure("A file already exists at the new path");
}
try
{
var directory = Path.GetDirectoryName(newPath);
if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
// Read metadata and calculate hash before moving
var metaResult = await ReadMetaFileAsync(oldFullPathResult.Value, token);
if (metaResult.IsFailure)
{
return Result.Failure(metaResult.Message);
}
var fileHash = await CalculateFileHashAsync(oldFullPathResult.Value, token);
// Move the asset file
File.Move(oldFullPathResult.Value, newPath);
// Move the .gmeta file
var oldMetaPath = oldFullPathResult.Value + Utilities.FileExtensions.META_FILE_EXTENSION;
var newMetaPath = newPath + Utilities.FileExtensions.META_FILE_EXTENSION;
if (File.Exists(oldMetaPath))
{
File.Move(oldMetaPath, newMetaPath);
}
// Update database directly (bypassing file watcher)
await UpsertAssetAsync(newPath, metaResult.Value, fileHash, null, token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to move asset: {ex.Message}");
}
}
/// <summary>
/// Move an asset to a new location by path.
/// </summary>
/// <param name="oldPath">Current path of the asset.</param>
/// <param name="newPath">New path for the asset (relative or absolute).</param>
/// <returns>Result indicating success or failure.</returns>
public static ValueTask<Result> MoveAssetAsync(string oldPath, string newPath, CancellationToken token = default)
{
var guidResult = PathToGuid(oldPath);
if (guidResult.IsFailure)
{
return ValueTask.FromResult(Result.Failure(guidResult.Message));
}
return MoveAssetAsync(guidResult.Value, newPath, token);
}
/// <summary>
/// Copy an asset to a new location with a new GUID.
/// </summary>
/// <param name="guid">GUID of the asset to copy.</param>
/// <param name="newPath">New path for the copied asset (relative or absolute).</param>
/// <returns>Result containing the new asset's GUID.</returns>
public static async ValueTask<Result<Guid>> CopyAssetAsync(Guid guid, string newPath, CancellationToken token = default)
{
var oldPathResult = GuidToPath(guid);
if (oldPathResult.IsFailure)
{
return Result<Guid>.Failure(oldPathResult.Message);
}
var oldFullPathResult = GetFullPath(oldPathResult.Value);
if (oldFullPathResult.IsFailure)
{
return Result<Guid>.Failure(oldFullPathResult.Message);
}
if (AssetsDirectory == null)
{
return Result<Guid>.Failure("AssetsDirectory not initialized");
}
// Ensure new path is absolute and within assets directory
if (!Path.IsPathRooted(newPath))
{
newPath = Path.Combine(AssetsDirectory.FullName, newPath);
}
if (!newPath.StartsWith(AssetsDirectory.FullName, StringComparison.OrdinalIgnoreCase))
{
return Result<Guid>.Failure("New path must be within the Assets directory");
}
if (File.Exists(newPath))
{
return Result<Guid>.Failure("A file already exists at the new path");
}
try
{
var directory = Path.GetDirectoryName(newPath);
if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
await using var oldFs = File.OpenRead(oldFullPathResult.Value);
await using var newFs = File.Create(newPath);
await oldFs.CopyToAsync(newFs, token);
// Generate new metadata with new GUID
await GenerateMetaFileAsync(newPath, token);
// Get the new GUID
var newGuidResult = PathToGuid(newPath);
if (newGuidResult.IsFailure)
{
return Result<Guid>.Failure(newGuidResult.Message);
}
return newGuidResult.Value;
}
catch (Exception ex)
{
return Result<Guid>.Failure($"Failed to copy asset: {ex.Message}");
}
}
/// <summary>
/// Copy an asset to a new location by path.
/// </summary>
/// <param name="sourcePath">Path of the asset to copy.</param>
/// <param name="destPath">New path for the copied asset (relative or absolute).</param>
/// <returns>Result containing the new asset's GUID.</returns>
public static ValueTask<Result<Guid>> CopyAssetAsync(string sourcePath, string destPath, CancellationToken token = default)
{
var guidResult = PathToGuid(sourcePath);
if (guidResult.IsFailure)
{
return new ValueTask<Result<Guid>>(Task.FromResult(Result<Guid>.Failure(guidResult.Message)));
}
return CopyAssetAsync(guidResult.Value, destPath, token);
}
/// <summary>
/// Mark an asset as dirty for re-importing (in-memory only).
/// </summary>
/// <param name="guid">GUID of the asset to mark dirty.</param>
/// <returns>Result indicating success or failure.</returns>
public static Result MarkDirtyAsync(Guid guid, CancellationToken token = default)
{
MarkDirty(guid);
return Result.Success();
}
/// <summary>
/// Import all dirty assets.
/// </summary>
/// <returns>Result indicating success or failure.</returns>
public static async Task<Result> ImportDirtyAssetsAsync(CancellationToken token = default)
{
var dirtyGuids = GetDirtyAssets();
foreach (var guid in dirtyGuids)
{
var pathResult = GuidToPath(guid);
if (pathResult.IsFailure)
{
continue;
}
var fullPathResult = GetFullPath(pathResult.Value);
if (fullPathResult.IsFailure)
{
continue;
}
var result = await ImportAssetAsync(fullPathResult.Value, token);
if (result.IsSuccess)
{
ClearDirty(guid);
}
}
return Result.Success();
}
}

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@@ -1,128 +0,0 @@
using Ghost.Core;
using System.Reflection;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
private static readonly Dictionary<Type, AssetImporter> s_importerInstances = new();
/// <summary>
/// Import an asset at the specified path.
/// </summary>
/// <param name="assetPath">Full path to the asset file.</param>
/// <returns>Result indicating success or failure.</returns>
private static async ValueTask<Result> ImportAssetAsync(string assetPath, CancellationToken token = default)
{
var extension = Path.GetExtension(assetPath);
if (!s_importerTypeLookup.TryGetValue(extension, out var importerType))
{
// No importer registered for this file type
return Result.Success();
}
// Get or create importer instance
if (!s_importerInstances.TryGetValue(importerType, out var importerInstance))
{
importerInstance = Activator.CreateInstance(importerType) as AssetImporter;
if (importerInstance is null)
{
return Result.Failure($"Failed to create importer instance for type {importerType.Name}");
}
s_importerInstances[importerType] = importerInstance;
}
// Read metadata
var metaResult = await ReadMetaFileAsync(assetPath, token);
if (metaResult.IsFailure)
{
return Result.Failure($"Failed to read asset metadata: {metaResult.Message}");
}
return await importerInstance.ImportAsync(assetPath, metaResult.Value, token);
}
/// <summary>
/// Get the importer type for a specific file extension.
/// </summary>
/// <param name="extension">File extension (e.g., ".png").</param>
/// <returns>The importer type if found, otherwise null.</returns>
public static Type? GetImporterType(string extension)
{
s_importerTypeLookup.TryGetValue(extension, out var importerType);
return importerType;
}
/// <summary>
/// Get all registered importer types and their supported extensions.
/// </summary>
/// <returns>Dictionary mapping extensions to importer types.</returns>
public static Dictionary<string, Type> GetAllImporters()
{
return new Dictionary<string, Type>(s_importerTypeLookup);
}
/// <summary>
/// Export in-memory asset data to disk.
/// The importer will serialize the data into a format it can later import.
/// </summary>
/// <typeparam name="T">Type of asset data to export.</typeparam>
/// <param name="assetPath">Full path where the asset should be saved.</param>
/// <param name="assetData">In-memory asset data to export.</param>
/// <returns>Result with the GUID of the exported asset.</returns>
public static async ValueTask<Result<Guid>> ExportAssetAsync<T>(string assetPath, T assetData, CancellationToken token = default) where T : class
{
var extension = Path.GetExtension(assetPath);
if (!s_importerTypeLookup.TryGetValue(extension, out var importerType))
{
return Result<Guid>.Failure($"No importer registered for extension {extension}");
}
// Get or create importer instance
if (!s_importerInstances.TryGetValue(importerType, out var importerInstance))
{
importerInstance = Activator.CreateInstance(importerType) as AssetImporter;
if (importerInstance is null)
{
return Result<Guid>.Failure($"Failed to create importer instance for type {importerType.Name}");
}
s_importerInstances[importerType] = importerInstance;
}
// Find and invoke the ExportAsync method
var exportMethod = importerType.GetMethod("ExportAsync", BindingFlags.Public | BindingFlags.Instance);
if (exportMethod == null)
{
return Result<Guid>.Failure($"ExportAsync method not found on importer {importerType.Name}. This importer does not support exporting.");
}
// Generate metadata for the new asset
var result = await GenerateMetaFileAsync(assetPath, token);
if (result.IsFailure)
{
return Result<Guid>.Failure($"Failed to generate metadata: {result.Message}");
}
var metaResult = await ReadMetaFileAsync(assetPath, token);
if (metaResult.IsFailure)
{
return Result<Guid>.Failure($"Failed to read metadata: {metaResult.Message}");
}
result = await importerInstance.ExportAsync(assetPath, assetData, metaResult.Value, token);
if (result.IsFailure)
{
return Result<Guid>.Failure(result.Message);
}
// Calculate file hash and update database
var fileHash = await CalculateFileHashAsync(assetPath, token);
await UpsertAssetAsync(assetPath, metaResult.Value, fileHash, null, token);
return metaResult.Value.Guid;
}
}

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@@ -1,212 +0,0 @@
using Ghost.Core;
using Ghost.Data.Services;
using System.Collections.Concurrent;
using System.Text.Json;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
// Asset cache - stores loaded assets by GUID
private static readonly ConcurrentDictionary<Guid, Asset> s_assetCache = new();
// LRU tracking - stores access time for each cached asset
private static readonly ConcurrentDictionary<Guid, DateTime> s_assetAccessTime = new();
// Maximum number of cached assets before eviction starts
private const int MAX_CACHED_ASSETS = 1000;
// Percentage of cache to evict when limit is reached (evict oldest 20%)
private const float _CACHE_EVICTION_PERCENTAGE = 0.2f;
private static Result<string> GetImportedAssetsDirectory()
{
if (AssetsDirectory == null)
{
return Result<string>.Failure("AssetsDirectory not initialized");
}
var cacheDir = Path.Combine(AssetsDirectory.Parent!.FullName, ProjectService.CACHE_FOLDER, "ImportedAssets");
if (!Directory.Exists(cacheDir))
{
Directory.CreateDirectory(cacheDir);
}
return cacheDir;
}
private static Result<string> GetImportedAssetPath(Guid guid)
{
var importedDirResult = GetImportedAssetsDirectory();
if (importedDirResult.IsFailure)
{
return Result<string>.Failure(importedDirResult.Message);
}
// Store imported assets as {GUID}.asset
var assetDataPath = Path.Combine(importedDirResult.Value, $"{guid}.asset");
return assetDataPath;
}
private static Result<T> LoadAssetInternal<T>(Guid guid) where T : Asset
{
// Check cache first
if (s_assetCache.TryGetValue(guid, out var cachedAsset))
{
// Update access time for LRU
s_assetAccessTime[guid] = DateTime.UtcNow;
if (cachedAsset is T typedAsset)
{
return typedAsset;
}
else
{
return Result<T>.Failure($"Cached asset is of type {cachedAsset.GetType().Name}, expected {typeof(T).Name}");
}
}
// Asset not in cache, load from disk
var assetPathResult = GetImportedAssetPath(guid);
if (assetPathResult.IsFailure)
{
return Result<T>.Failure(assetPathResult.Message);
}
var assetDataPath = assetPathResult.Value;
if (!File.Exists(assetDataPath))
{
return Result<T>.Failure($"Imported asset data not found at {assetDataPath}. Asset may not have been imported yet.");
}
try
{
// Read and deserialize asset data
var json = File.ReadAllText(assetDataPath);
var asset = JsonSerializer.Deserialize<T>(json);
if (asset == null)
{
return Result<T>.Failure("Failed to deserialize asset data");
}
// Add to cache
CacheAsset(guid, asset);
return asset;
}
catch (Exception ex)
{
return Result<T>.Failure($"Failed to load asset: {ex.Message}");
}
}
public static Result<T> LoadAssetAtPath<T>(string assetPath) where T : Asset
{
var guidResult = PathToGuid(assetPath);
if (guidResult.IsFailure)
{
return Result<T>.Failure(guidResult.Message);
}
return LoadAsset<T>(guidResult.Value);
}
private static void CacheAsset(Guid guid, Asset asset)
{
// Check if we need to evict old assets
if (s_assetCache.Count >= MAX_CACHED_ASSETS)
{
EvictOldestAssets();
}
s_assetCache[guid] = asset;
s_assetAccessTime[guid] = DateTime.UtcNow;
}
private static void EvictOldestAssets()
{
var evictionCount = (int)(MAX_CACHED_ASSETS * _CACHE_EVICTION_PERCENTAGE);
// Sort by access time and remove oldest entries
var oldestAssets = s_assetAccessTime
.OrderBy(kvp => kvp.Value)
.Take(evictionCount)
.Select(kvp => kvp.Key)
.ToList();
foreach (var guid in oldestAssets)
{
s_assetCache.TryRemove(guid, out _);
s_assetAccessTime.TryRemove(guid, out _);
}
}
/// <summary>
/// Unload a specific asset from cache.
/// </summary>
/// <param name="guid">GUID of the asset to unload.</param>
public static void UnloadAsset(Guid guid)
{
s_assetCache.TryRemove(guid, out _);
s_assetAccessTime.TryRemove(guid, out _);
}
/// <summary>
/// Unload all assets from cache.
/// </summary>
public static void UnloadAllAssets()
{
s_assetCache.Clear();
s_assetAccessTime.Clear();
}
/// <summary>
/// Check if an asset is currently loaded in cache.
/// </summary>
/// <param name="guid">GUID of the asset.</param>
/// <returns>True if the asset is in cache.</returns>
public static bool IsAssetLoaded(Guid guid)
{
return s_assetCache.ContainsKey(guid);
}
/// <summary>
/// Get cache statistics.
/// </summary>
/// <returns>Tuple of (current cache size, max cache size).</returns>
public static (int currentSize, int maxSize) GetCacheStats()
{
return (s_assetCache.Count, MAX_CACHED_ASSETS);
}
/// <summary>
/// Save an imported asset to disk for later loading.
/// This should be called by importers after processing the source file.
/// </summary>
/// <typeparam name="T">Type of asset data.</typeparam>
/// <param name="guid">GUID of the asset.</param>
/// <param name="assetData">Processed asset data to save.</param>
/// <returns>Result indicating success or failure.</returns>
public static Result SaveImportedAsset<T>(Guid guid, T assetData)
where T : Asset
{
var assetPathResult = GetImportedAssetPath(guid);
if (assetPathResult.IsFailure)
{
return Result.Failure(assetPathResult.Message);
}
try
{
var json = JsonSerializer.Serialize(assetData, s_defaultJsonOptions);
File.WriteAllText(assetPathResult.Value, json);
// Invalidate cache for this asset so it gets reloaded next time
UnloadAsset(guid);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to save imported asset: {ex.Message}");
}
}
}

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@@ -1,203 +0,0 @@
using Ghost.Core;
using System.Text.Json;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
/// <summary>
/// Get the relative path from the assets directory.
/// </summary>
private static Result<string> GetRelativePath(string fullPath)
{
if (AssetsDirectory == null)
{
return Result<string>.Failure("AssetsDirectory not initialized");
}
if (!fullPath.StartsWith(AssetsDirectory.FullName, StringComparison.OrdinalIgnoreCase))
{
return Result<string>.Failure("Path is not within assets directory");
}
return Path.GetRelativePath(AssetsDirectory.FullName, fullPath);
}
/// <summary>
/// Get the full path from a relative path.
/// </summary>
private static Result<string> GetFullPath(string relativePath)
{
if (AssetsDirectory == null)
{
return Result<string>.Failure("AssetsDirectory not initialized");
}
return Path.Combine(AssetsDirectory.FullName, relativePath);
}
/// <summary>
/// Find GUID by asset path.
/// </summary>
/// <param name="assetPath">Full or relative path to the asset.</param>
/// <returns>The GUID of the asset if found.</returns>
public static Result<Guid> PathToGuid(string assetPath)
{
var relativePath = assetPath;
// Convert to relative path if it's a full path
if (Path.IsPathRooted(assetPath))
{
var relResult = GetRelativePath(assetPath);
if (relResult.IsFailure)
{
return Result<Guid>.Failure(relResult.Message);
}
relativePath = relResult.Value;
}
// Normalize path separators
relativePath = relativePath.Replace('\\', '/');
lock (s_dbLock)
{
if (s_pathAssetLookup.TryGetValue(relativePath, out var guid))
{
return guid;
}
}
return Result<Guid>.Failure("Asset not found in database");
}
/// <summary>
/// Find path by GUID.
/// </summary>
/// <param name="guid">GUID of the asset.</param>
/// <returns>The relative path to the asset if found.</returns>
public static Result<string> GuidToPath(Guid guid)
{
lock (s_dbLock)
{
if (s_assetPathLookup.TryGetValue(guid, out var path))
{
return path;
}
}
return Result<string>.Failure("Asset GUID not found in database");
}
/// <summary>
/// Load asset by GUID with caching.
/// </summary>
/// <typeparam name="T">Type of asset to load.</typeparam>
/// <param name="guid">GUID of the asset.</param>
/// <returns>The loaded asset.</returns>
public static Result<T> LoadAsset<T>(Guid guid) where T : Asset
{
// Implemented in AssetDatabase.Loader.cs
return LoadAssetInternal<T>(guid);
}
/// <summary>
/// Get asset tags by GUID.
/// </summary>
/// <param name="guid">GUID of the asset.</param>
/// <returns>List of tags associated with the asset.</returns>
public static async ValueTask<Result<List<string>>> GetAssetTagsAsync(Guid guid, CancellationToken token = default)
{
var pathResult = GuidToPath(guid);
if (pathResult.IsFailure)
{
return Result<List<string>>.Failure(pathResult.Message);
}
var fullPathResult = GetFullPath(pathResult.Value);
if (fullPathResult.IsFailure)
{
return Result<List<string>>.Failure(fullPathResult.Message);
}
var metaResult = await ReadMetaFileAsync(fullPathResult.Value, token);
if (metaResult.IsFailure)
{
return Result<List<string>>.Failure(metaResult.Message);
}
return metaResult.Value.Tags;
}
/// <summary>
/// Set asset tags by GUID.
/// </summary>
/// <param name="guid">GUID of the asset.</param>
/// <param name="tags">New tags for the asset.</param>
/// <returns>Result indicating success or failure.</returns>
public static async ValueTask<Result> SetAssetTagsAsync(Guid guid, List<string> tags, CancellationToken token = default)
{
var pathResult = GuidToPath(guid);
if (pathResult.IsFailure)
{
return Result.Failure(pathResult.Message);
}
var fullPathResult = GetFullPath(pathResult.Value);
if (fullPathResult.IsFailure)
{
return Result.Failure(fullPathResult.Message);
}
var metaResult = await ReadMetaFileAsync(fullPathResult.Value, token);
if (metaResult.IsFailure)
{
return Result.Failure(metaResult.Message);
}
metaResult.Value.Tags = tags;
// Write updated metadata to .gmeta file
var writeResult = await WriteMetaFileAsync(fullPathResult.Value + Utilities.FileExtensions.META_FILE_EXTENSION, metaResult.Value, token);
if (writeResult.IsFailure)
{
return writeResult;
}
// Update database with new tags
var fileHash = await CalculateFileHashAsync(fullPathResult.Value, token);
return await UpsertAssetAsync(fullPathResult.Value, metaResult.Value, fileHash, null, token);
}
/// <summary>
/// Search assets by name pattern.
/// Supports SQL LIKE wildcards: * (any characters) and ? (single character).
/// </summary>
/// <param name="namePattern">Search pattern (e.g., "*.txt", "player?", "test*").</param>
/// <returns>List of matching asset GUIDs.</returns>
public static async Task<List<Guid>> FindAssetsByNameAsync(string namePattern, CancellationToken token = default)
{
return await GetAssetsByNameAsync(namePattern, token);
}
/// <summary>
/// Find assets by tag.
/// </summary>
/// <param name="tag">Tag to search for.</param>
/// <returns>List of asset GUIDs with the specified tag.</returns>
public static async Task<List<Guid>> FindAssetsByTagAsync(string tag, CancellationToken token = default)
{
return await GetAssetsByTagAsync(tag, token);
}
/// <summary>
/// Get all assets in the database.
/// </summary>
/// <returns>Dictionary mapping GUIDs to relative paths.</returns>
public static IReadOnlyDictionary<Guid, string> GetAllAssets()
{
lock (s_dbLock)
{
return s_assetPathLookup.AsReadOnly();
}
}
}

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@@ -1,251 +0,0 @@
using Ghost.Core;
using Ghost.Editor.Core.Utilities;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security.Cryptography;
using System.Text.Json;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
private static readonly Dictionary<string, Type> s_importerTypeLookup = new();
private static void InitializeMetaData()
{
if (s_watcher == null)
{
throw new InvalidOperationException("AssetDatabase is not initialized. Ensure that Initialize() is called before registering asset importers.");
}
var importerTypes = TypeCache.GetTypes().Where(t => t.GetCustomAttribute<AssetImporterAttribute>() != null);
foreach (var type in importerTypes)
{
var attribute = type.GetCustomAttribute<AssetImporterAttribute>()!;
foreach (var extension in attribute.SupportedExtensions)
{
s_importerTypeLookup[extension] = type;
}
}
s_watcher.Created += OnFSEvent;
s_watcher.Deleted += OnFSEvent;
s_watcher.Changed += OnFSEvent;
s_watcher.Renamed += OnAssetRenamed;
}
private static Result<string> GetMetaFilePath(string assetPath)
{
if (Directory.Exists(assetPath))
{
return Result<string>.Failure("Cannot create metadata for directories");
}
if (Path.GetExtension(assetPath).Equals(FileExtensions.META_FILE_EXTENSION, StringComparison.OrdinalIgnoreCase))
{
return Result<string>.Failure("Cannot create metadata for metadata files");
}
return assetPath + FileExtensions.META_FILE_EXTENSION;
}
private static ImporterSettings? GetDefaultSettingsForAsset(string assetPath)
{
var extension = Path.GetExtension(assetPath);
if (s_importerTypeLookup.TryGetValue(extension, out var importerType))
{
var settingsType = importerType.BaseType?.GetGenericArguments()[0];
if (settingsType == null || !typeof(ImporterSettings).IsAssignableFrom(settingsType))
{
return null;
}
return (ImporterSettings?)Activator.CreateInstance(settingsType);
}
return null;
}
/// <summary>
/// Calculate SHA256 hash of a file for change detection.
/// </summary>
private static async Task<string> CalculateFileHashAsync(string filePath, CancellationToken token = default)
{
try
{
await using var stream = File.OpenRead(filePath);
var hash = await SHA256.HashDataAsync(stream, token);
return Convert.ToHexString(hash);
}
catch
{
return string.Empty;
}
}
private static async Task<Result> WriteMetaFileAsync(string metaFilePath, AssetMeta metaData, CancellationToken token = default)
{
try
{
await using var fileStream = File.Create(metaFilePath);
await JsonSerializer.SerializeAsync(fileStream, metaData, s_defaultJsonOptions, token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure(ex.Message);
}
}
/// <summary>
/// Read metadata from a .gmeta file.
/// </summary>
private static async ValueTask<Result<AssetMeta>> ReadMetaFileAsync(string assetPath, CancellationToken token = default)
{
var metaFileResult = GetMetaFilePath(assetPath);
if (metaFileResult.IsFailure)
{
return Result<AssetMeta>.Failure(metaFileResult.Message);
}
if (!File.Exists(metaFileResult.Value))
{
return Result<AssetMeta>.Failure("Metadata file does not exist");
}
try
{
await using var fileStream = File.OpenRead(metaFileResult.Value);
var meta = await JsonSerializer.DeserializeAsync<AssetMeta>(fileStream, s_defaultJsonOptions, token);
if (meta == null)
{
return Result<AssetMeta>.Failure("Failed to deserialize metadata");
}
return meta;
}
catch (Exception ex)
{
return Result<AssetMeta>.Failure($"Failed to read metadata: {ex.Message}");
}
}
internal static async ValueTask<Result> GenerateMetaFileAsync(string assetPath, CancellationToken token = default)
{
Result r;
var metaFileResult = GetMetaFilePath(assetPath);
if (metaFileResult.IsFailure)
{
return Result.Failure(metaFileResult.Message);
}
if (File.Exists(metaFileResult.Value))
{
var existingMetaResult = await ReadMetaFileAsync(assetPath, token);
if (existingMetaResult.IsSuccess)
{
var existingMeta = existingMetaResult.Value;
if (s_assetPathLookup.TryGetValue(existingMeta.Guid, out var path))
{
var relResult = GetRelativePath(assetPath);
if (relResult.IsSuccess && assetPath != path)
{
// GUID conflict - regenerate
existingMeta.Guid = Guid.NewGuid();
r = await WriteMetaFileAsync(metaFileResult.Value, existingMeta, token);
if (r.IsFailure)
{
return r;
}
}
}
// Calculate file hash and update database
var fileHash = await CalculateFileHashAsync(assetPath, token);
await UpsertAssetAsync(assetPath, existingMeta, fileHash, null, token);
return Result.Success();
}
}
// Calculate initial file hash
var fileHash2 = await CalculateFileHashAsync(assetPath, token);
var defaultSettings = GetDefaultSettingsForAsset(assetPath);
var metaData = new AssetMeta
{
Guid = Guid.NewGuid()
};
if (defaultSettings != null)
{
metaData.SetImporterSettings(defaultSettings.GetType().Name, defaultSettings);
}
r = await WriteMetaFileAsync(metaFileResult.Value, metaData, token);
if (r.IsFailure)
{
return r;
}
// Add to database
await UpsertAssetAsync(assetPath, metaData, fileHash2, null, token);
return r;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool IsMetaFile(string path)
{
return Path.GetExtension(path).Equals(FileExtensions.META_FILE_EXTENSION, StringComparison.OrdinalIgnoreCase);
}
private static async void OnFSEvent(object sender, FileSystemEventArgs e)
{
if (IsMetaFile(e.FullPath))
{
return;
}
var type = e.ChangeType switch
{
WatcherChangeTypes.Created => AssetCommandType.FileCreated,
WatcherChangeTypes.Deleted => AssetCommandType.FileDeleted,
WatcherChangeTypes.Changed => AssetCommandType.FileModified,
_ => throw new InvalidOperationException("Unsupported file system event type")
};
await PostCommandAsync(new AssetCommand(type, e.FullPath, Timestamp: DateTime.UtcNow));
}
private static async void OnAssetRenamed(object sender, RenamedEventArgs e)
{
if (IsMetaFile(e.FullPath))
{
return;
}
await PostCommandAsync(new AssetCommand(AssetCommandType.FileRenamed, e.FullPath, e.OldFullPath, DateTime.UtcNow));
}
/// <summary>
/// Mark all assets that depend on the specified asset as dirty.
/// </summary>
private static async Task MarkDependentAssetsDirtyAsync(Guid assetGuid)
{
// TODO: We should have a reverse dependency lookup in the database to avoid scanning all assets.
// Query database for all assets and check their dependencies
var allAssets = GetAllAssets();
foreach (var kvp in allAssets)
{
var dependencies = await GetDependenciesAsync(kvp.Key, CancellationToken.None);
if (dependencies.Contains(assetGuid))
{
MarkDirty(kvp.Key);
}
}
}
}

View File

@@ -1,51 +0,0 @@
using Ghost.Core;
using Ghost.Editor.Core.Utilities;
using System.Diagnostics;
using System.Reflection;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
private static readonly Dictionary<string, Action<string>> s_assetOpenHandlers = new(StringComparer.OrdinalIgnoreCase);
private static void InitializeAssetHandle()
{
var methods = TypeCache.GetTypes()
.SelectMany(t => t.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic))
.Where(m => m.GetCustomAttribute<AssetOpenHandlerAttribute>() != null &&
m.GetParameters().Length == 1 &&
m.GetParameters()[0].ParameterType == typeof(string));
foreach (var method in methods)
{
var attr = method.GetCustomAttribute<AssetOpenHandlerAttribute>()!;
var del = (Action<string>)Delegate.CreateDelegate(typeof(Action<string>), method);
foreach (var ext in attr.Extensions)
{
if (s_assetOpenHandlers.ContainsKey(ext))
{
Logger.LogError($"Duplicate asset open handler for extension '{ext}' found in method '{method.Name}'. Existing handler will be overwritten.");
}
s_assetOpenHandlers[ext] = del;
}
}
}
public static void OpenAsset(string path)
{
var extension = Path.GetExtension(path);
if (s_assetOpenHandlers.TryGetValue(extension, out var handler))
{
handler(path);
}
else
{
Process.Start(new ProcessStartInfo(path)
{
UseShellExecute = true
});
}
}
}

View File

@@ -1,390 +0,0 @@
using Ghost.Core;
using Ghost.Data.Services;
using Microsoft.Data.Sqlite;
using System.Text.Json;
namespace Ghost.Editor.Core.AssetHandle;
public static partial class AssetDatabase
{
private static SqliteConnection? s_dbConnection;
/// <summary>
/// Initialize the SQLite database for asset caching.
/// </summary>
private static async Task InitializeDatabaseAsync(CancellationToken token = default)
{
if (AssetsDirectory == null)
{
throw new InvalidOperationException("AssetsDirectory is not set. Initialize() must be called first.");
}
var dbPath = Path.Combine(AssetsDirectory.Parent!.FullName, ProjectService.CACHE_FOLDER, "AssetDatabase.db");
var cacheDir = Path.GetDirectoryName(dbPath);
if (!Directory.Exists(cacheDir))
{
Directory.CreateDirectory(cacheDir!);
}
var connectionString = new SqliteConnectionStringBuilder
{
DataSource = dbPath,
Mode = SqliteOpenMode.ReadWriteCreate,
Cache = SqliteCacheMode.Shared
}.ToString();
s_dbConnection = new SqliteConnection(connectionString);
await s_dbConnection.OpenAsync(token);
// Create tables
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = @"
CREATE TABLE IF NOT EXISTS Assets (
Guid TEXT PRIMARY KEY,
Path TEXT NOT NULL,
Version INTEGER NOT NULL,
Tags TEXT,
FileHash TEXT,
DependencyGuids TEXT,
LastModified INTEGER NOT NULL
);
CREATE INDEX IF NOT EXISTS idx_path ON Assets(Path);
";
await cmd.ExecuteNonQueryAsync(token);
}
/// <summary>
/// Add or update an asset in the database.
/// </summary>
/// <param name="assetPath">Full path to the asset file.</param>
/// <param name="meta">Asset metadata from .gmeta file.</param>
/// <param name="fileHash">SHA256 hash of the asset file content.</param>
/// <param name="dependencies">List of GUIDs this asset depends on (extracted during import).</param>
private static async ValueTask<Result> UpsertAssetAsync(string assetPath, AssetMeta meta, string fileHash, List<Guid>? dependencies = null, CancellationToken token = default)
{
if (s_dbConnection == null)
{
return Result.Failure("Database not initialized");
}
var relativePath = GetRelativePath(assetPath);
if (relativePath.IsFailure)
{
return Result.Failure(relativePath.Message);
}
try
{
lock (s_dbLock)
{
// If this GUID already exists with a different path, remove the old path mapping
if (s_assetPathLookup.TryGetValue(meta.Guid, out var oldPath) && oldPath != relativePath.Value)
{
s_pathAssetLookup.Remove(oldPath);
}
// Update lookups with new path (normalize path separators for consistency)
var normalizedPath = relativePath.Value.Replace('\\', '/');
s_assetPathLookup[meta.Guid] = normalizedPath;
s_pathAssetLookup[normalizedPath] = meta.Guid;
}
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = @"
INSERT OR REPLACE INTO Assets (Guid, Path, Version, Tags, FileHash, DependencyGuids, LastModified)
VALUES (@guid, @path, @version, @tags, @fileHash, @deps, @modified)
";
cmd.Parameters.AddWithValue("@guid", meta.Guid.ToString());
cmd.Parameters.AddWithValue("@path", relativePath.Value);
cmd.Parameters.AddWithValue("@version", meta.Version);
cmd.Parameters.AddWithValue("@tags", JsonSerializer.Serialize(meta.Tags));
cmd.Parameters.AddWithValue("@fileHash", fileHash);
cmd.Parameters.AddWithValue("@deps", JsonSerializer.Serialize(dependencies ?? new List<Guid>()));
cmd.Parameters.AddWithValue("@modified", DateTimeOffset.UtcNow.ToUnixTimeSeconds());
await cmd.ExecuteNonQueryAsync(token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to upsert asset: {ex.Message}");
}
}
/// <summary>
/// Remove an asset from the database.
/// </summary>
private static async Task<Result> RemoveAssetFromDatabaseAsync(Guid guid, CancellationToken token = default)
{
if (s_dbConnection == null)
{
return Result.Failure("Database not initialized");
}
try
{
lock (s_dbLock)
{
if (s_assetPathLookup.TryGetValue(guid, out var path))
{
s_assetPathLookup.Remove(guid);
s_pathAssetLookup.Remove(path);
}
}
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = "DELETE FROM Assets WHERE Guid = @guid";
cmd.Parameters.AddWithValue("@guid", guid.ToString());
await cmd.ExecuteNonQueryAsync(token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to remove asset: {ex.Message}");
}
}
/// <summary>
/// Load all assets from the database into memory cache.
/// </summary>
private static async Task LoadAssetCacheFromDatabaseAsync(CancellationToken token = default)
{
if (s_dbConnection == null)
{
return;
}
try
{
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = "SELECT Guid, Path FROM Assets";
await using var reader = await cmd.ExecuteReaderAsync(token);
while (await reader.ReadAsync(token))
{
var guidStr = reader.GetString(0);
var path = reader.GetString(1);
if (Guid.TryParse(guidStr, out var guid))
{
lock (s_dbLock)
{
s_assetPathLookup[guid] = path;
s_pathAssetLookup[path] = guid;
}
}
}
}
catch (Exception ex)
{
Logger.LogError($"Failed to load asset cache: {ex.Message}");
}
}
/// <summary>
/// Get assets by tag.
/// </summary>
private static async Task<List<Guid>> GetAssetsByTagAsync(string tag, CancellationToken token = default)
{
var result = new List<Guid>();
if (s_dbConnection == null)
{
return result;
}
try
{
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = "SELECT Guid, Tags FROM Assets";
await using var reader = await cmd.ExecuteReaderAsync(token);
while (await reader.ReadAsync(token))
{
var guidStr = reader.GetString(0);
var tagsJson = reader.GetString(1);
if (Guid.TryParse(guidStr, out var guid))
{
var tags = JsonSerializer.Deserialize<List<string>>(tagsJson);
if (tags != null && tags.Contains(tag, StringComparer.OrdinalIgnoreCase))
{
result.Add(guid);
}
}
}
}
catch
{
// Silently fail
}
return result;
}
/// <summary>
/// Get the file hash for an asset from the database.
/// </summary>
private static async Task<string?> GetFileHashAsync(Guid guid, CancellationToken token = default)
{
if (s_dbConnection == null)
{
return null;
}
try
{
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = "SELECT FileHash FROM Assets WHERE Guid = @guid";
cmd.Parameters.AddWithValue("@guid", guid.ToString());
var result = await cmd.ExecuteScalarAsync(token);
return result?.ToString();
}
catch
{
return null;
}
}
/// <summary>
/// Get the dependencies for an asset from the database.
/// </summary>
private static async Task<List<Guid>> GetDependenciesAsync(Guid guid, CancellationToken token = default)
{
if (s_dbConnection == null)
{
return new List<Guid>();
}
try
{
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = "SELECT DependencyGuids FROM Assets WHERE Guid = @guid";
cmd.Parameters.AddWithValue("@guid", guid.ToString());
var result = await cmd.ExecuteScalarAsync(token);
if (result != null)
{
var json = result.ToString();
return JsonSerializer.Deserialize<List<Guid>>(json ?? "[]") ?? new List<Guid>();
}
}
catch
{
// Silently fail
}
return new List<Guid>();
}
/// <summary>
/// Find assets by name pattern using database query with wildcards.
/// </summary>
/// <param name="namePattern">Pattern supporting * (any chars) and ? (single char).</param>
private static async Task<List<Guid>> GetAssetsByNameAsync(string namePattern, CancellationToken token = default)
{
var results = new List<Guid>();
if (s_dbConnection == null)
{
return results;
}
try
{
// Convert wildcard pattern to SQL LIKE pattern
var sqlPattern = namePattern.Replace('*', '%').Replace('?', '_');
await using var cmd = s_dbConnection.CreateCommand();
// Extract just the filename from the path for matching
// SQLite doesn't have a built-in path manipulation, so we search in the full path
// and filter by checking if the pattern matches the filename part
cmd.CommandText = @"
SELECT Guid, Path FROM Assets
WHERE Path LIKE '%' || @pattern || '%'
";
cmd.Parameters.AddWithValue("@pattern", sqlPattern);
await using var reader = await cmd.ExecuteReaderAsync(token);
while (await reader.ReadAsync(token))
{
var guidStr = reader.GetString(0);
var path = reader.GetString(1);
// Extract filename and check if it matches the pattern
var fileName = Path.GetFileName(path);
// Convert pattern to regex for proper matching
var regexPattern = "^" + System.Text.RegularExpressions.Regex.Escape(namePattern)
.Replace("\\*", ".*")
.Replace("\\?", ".") + "$";
if (System.Text.RegularExpressions.Regex.IsMatch(fileName, regexPattern, System.Text.RegularExpressions.RegexOptions.IgnoreCase))
{
if (Guid.TryParse(guidStr, out var guid))
{
results.Add(guid);
}
}
}
}
catch
{
// Silently fail
}
return results;
}
/// <summary>
/// Remove orphaned entries from database (assets that no longer exist on disk).
/// </summary>
private static async Task RemoveOrphanedEntriesAsync(CancellationToken token = default)
{
if (s_dbConnection == null || AssetsDirectory == null)
{
return;
}
try
{
var orphanedGuids = new List<Guid>();
await using var cmd = s_dbConnection.CreateCommand();
cmd.CommandText = "SELECT Guid, Path FROM Assets";
await using var reader = await cmd.ExecuteReaderAsync(token);
while (await reader.ReadAsync(token))
{
var guidStr = reader.GetString(0);
var path = reader.GetString(1);
if (Guid.TryParse(guidStr, out var guid))
{
// Check if file exists
var fullPath = Path.Combine(AssetsDirectory.FullName, path);
if (!File.Exists(fullPath))
{
orphanedGuids.Add(guid);
}
}
}
// Remove orphaned entries
foreach (var guid in orphanedGuids)
{
await RemoveAssetFromDatabaseAsync(guid, token);
}
}
catch
{
// Silently fail - cleanup is best effort
}
}
}

View File

@@ -1,531 +0,0 @@
using Ghost.Core;
using Ghost.Data.Services;
using System.Collections.Concurrent;
using System.Text.Json;
using System.Text.Json.Serialization;
using System.Threading.Channels;
namespace Ghost.Editor.Core.AssetHandle;
/// <summary>
/// Command types for asset database operations.
/// </summary>
internal enum AssetCommandType
{
FileCreated,
FileModified,
FileDeleted,
FileRenamed,
ManualRefresh
}
/// <summary>
/// Represents a command to process an asset operation.
/// </summary>
internal readonly record struct AssetCommand(
AssetCommandType Type,
string Path,
string? OldPath = null,
DateTime Timestamp = default
);
/// <summary>
/// Centralized asset database that manages all assets in the project.
/// Handles asset registration, lookup, importing, and dependency management.
/// Uses SQLite for persistent storage and efficient querying.
/// </summary>
public static partial class AssetDatabase
{
private static FileSystemWatcher? s_watcher;
private static readonly Lock s_dbLock = new();
private static readonly Dictionary<Guid, string> s_assetPathLookup = new();
private static readonly Dictionary<string, Guid> s_pathAssetLookup = new();
// In-memory dirty asset tracking (for runtime modifications only)
// TODO: We do not handle the reimporting of dirty assets yet
private static readonly HashSet<Guid> s_dirtyAssets = new();
// Command buffer pattern - Channel for file system event commands
private static Channel<AssetCommand>? s_commandChannel;
private static Timer? s_commandProcessorTimer;
private static readonly Lock s_commandLock = new();
private static readonly ConcurrentQueue<AssetCommand> s_waitingCommands = new(); // Commands waiting for manual refresh
private static bool s_autoRefreshEnabled = true;
// Initialization guard
private static readonly Lock s_initializationLock = new();
private static bool s_initialized = false;
private static readonly TimeSpan s_debounceDelay = TimeSpan.FromMilliseconds(100);
private static ManualResetEventSlim s_resetEventSlim = new(false);
private static readonly JsonSerializerOptions s_defaultJsonOptions = new()
{
WriteIndented = true,
PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
Converters =
{
new JsonStringEnumConverter(JsonNamingPolicy.CamelCase)
}
};
public static DirectoryInfo? AssetsDirectory
{
get;
private set;
}
/// <summary>
/// Initialize the asset database.
/// Must be called after project is loaded.
/// </summary>
internal static async Task Initialize(CancellationToken token = default)
{
lock (s_initializationLock)
{
if (s_initialized)
{
return;
}
s_initialized = true;
}
if (ProjectService.CurrentProject.Metadata == null)
{
throw new InvalidOperationException("Project metadata is not initialized. Ensure that the project is loaded before accessing the AssetDatabase.");
}
AssetsDirectory = new DirectoryInfo(Path.Combine(Path.GetDirectoryName(ProjectService.CurrentProject.Path)!, ProjectService.ASSETS_FOLDER));
s_commandChannel = Channel.CreateUnbounded<AssetCommand>(new UnboundedChannelOptions
{
SingleReader = false,
SingleWriter = false
});
// Initialize command processor timer (starts disabled, triggered by events)
s_commandProcessorTimer = new Timer(ProcessPendingCommands, null, Timeout.Infinite, Timeout.Infinite);
await InitializeDatabaseAsync(token);
await LoadAssetCacheFromDatabaseAsync(token);
s_watcher = new FileSystemWatcher
{
Path = AssetsDirectory.FullName,
IncludeSubdirectories = true,
EnableRaisingEvents = true,
NotifyFilter = NotifyFilters.FileName | NotifyFilters.DirectoryName | NotifyFilters.LastWrite
};
InitializeAssetHandle();
InitializeMetaData();
// TODO: Timestamp fake instead of full scan.
await ValidateAndFixDatabaseAsync(token);
}
/// <summary>
/// Validate the asset database and fix any inconsistencies.
/// Checks for missing/corrupted assets and regenerates metadata as needed.
/// </summary>
private static async Task<Result> ValidateAndFixDatabaseAsync(CancellationToken token = default)
{
if (AssetsDirectory == null)
{
return Result.Failure("AssetsDirectory not initialized");
}
try
{
// Scan all files in assets directory
var allFiles = Directory.EnumerateFiles(AssetsDirectory.FullName, "*.*", SearchOption.AllDirectories)
.Where(f => !f.EndsWith(Utilities.FileExtensions.META_FILE_EXTENSION, StringComparison.OrdinalIgnoreCase));
// Ensure all files have metadata
foreach (var file in allFiles)
{
var metaPath = file + Utilities.FileExtensions.META_FILE_EXTENSION;
if (!File.Exists(metaPath))
{
await GenerateMetaFileAsync(file, token);
}
else
{
// Validate and update database
var metaResult = await ReadMetaFileAsync(file, token);
if (metaResult.IsSuccess)
{
var fileHash = await CalculateFileHashAsync(file, token);
await UpsertAssetAsync(file, metaResult.Value, fileHash, null, token);
}
else
{
// Corrupted meta file - regenerate
await GenerateMetaFileAsync(file, token);
}
}
}
// Remove orphaned entries from database (files that no longer exist)
await RemoveOrphanedEntriesAsync(token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to validate database: {ex.Message}");
}
}
/// <summary>
/// Refresh the asset database manually.
/// Scans the project directory for changes and processes any queued file system events.
/// </summary>
public static async Task<Result> RefreshAsync(CancellationToken token = default)
{
// Flush waiting commands to channel
while (s_waitingCommands.TryDequeue(out var cmd))
{
s_commandChannel?.Writer.TryWrite(cmd);
}
s_resetEventSlim.Reset();
s_commandChannel?.Writer.TryWrite(new AssetCommand(AssetCommandType.ManualRefresh, string.Empty));
s_commandProcessorTimer?.Change(TimeSpan.Zero, Timeout.InfiniteTimeSpan);
await Task.Run(s_resetEventSlim.Wait, token);
return Result.Success();
}
/// <summary>
/// Mark an asset as dirty (modified in memory but not yet saved).
/// This state is NOT persisted and will be lost on application restart.
/// </summary>
public static void MarkDirty(Guid assetGuid)
{
lock (s_dbLock)
{
s_dirtyAssets.Add(assetGuid);
}
}
/// <summary>
/// Check if an asset is marked as dirty.
/// </summary>
public static bool IsDirty(Guid assetGuid)
{
lock (s_dbLock)
{
return s_dirtyAssets.Contains(assetGuid);
}
}
/// <summary>
/// Get all dirty assets.
/// </summary>
public static Guid[] GetDirtyAssets()
{
lock (s_dbLock)
{
return s_dirtyAssets.ToArray();
}
}
/// <summary>
/// Clear dirty flag for an asset (typically after saving).
/// </summary>
public static void ClearDirty(Guid assetGuid)
{
lock (s_dbLock)
{
s_dirtyAssets.Remove(assetGuid);
}
}
/// <summary>
/// Clear all dirty flags.
/// </summary>
public static void ClearAllDirty()
{
lock (s_dbLock)
{
s_dirtyAssets.Clear();
}
}
/// <summary>
/// Enable or disable automatic asset database refresh.
/// When disabled, file system events are queued and processed only when RefreshAsync() is called.
/// </summary>
public static void SetAutoRefresh(bool enabled)
{
s_autoRefreshEnabled = enabled;
}
internal static void FlushPendingCommands()
{
// Stop timer temporarily
s_commandProcessorTimer?.Change(Timeout.Infinite, Timeout.Infinite);
// Give a tiny bit of time for any in-flight file watcher events to post to channel
Thread.Sleep(50);
// Process all commands now
ProcessPendingCommands(null);
}
private static async ValueTask PostCommandAsync(AssetCommand command, CancellationToken token = default)
{
if (s_commandChannel == null)
{
return;
}
if (s_autoRefreshEnabled)
{
await s_commandChannel.Writer.WriteAsync(command, token);
s_commandProcessorTimer?.Change(s_debounceDelay, Timeout.InfiniteTimeSpan);
}
else
{
s_waitingCommands.Enqueue(command);
}
}
private static async void ProcessPendingCommands(object? state)
{
if (s_commandChannel == null)
{
return;
}
try
{
// // Collect all pending commands
// var commands = new List<AssetCommand>();
//
// while (s_commandChannel.Reader.TryRead(out var cmd))
// {
// commands.Add(cmd);
// }
// // Group commands by path (last command wins)
// var commandsByPath = new Dictionary<string, AssetCommand>();
// foreach (var cmd in commands)
// {
// commandsByPath[cmd.Path] = cmd;
// }
// NOTE: We handle the temp file filtering in each command handler now
// We should able to remove this allocation heavy code
// Filter out temp files (files that were created then deleted)
// lock (s_commandLock)
// {
// var pathsToProcess = commandsByPath.Keys.ToList();
// foreach (var path in pathsToProcess)
// {
// // If file was created/modified but doesn't exist anymore, skip
// if (!File.Exists(path) && commandsByPath[path].Type != AssetCommandType.FileDeleted)
// {
// commandsByPath.Remove(path);
// }
// }
//
// // Clear pending paths
// s_pendingCommandPaths.Clear();
// }
// Execute commands
// NOTE: We many don't need to collect all commands first, just process as we read.
// Channel in c# is thread-safe for multiple readers/writers.
//await foreach (var cmd in s_commandChannel.Reader.ReadAllAsync())
//{
// await ExecuteCommandAsync(cmd);
//}
while (s_commandChannel.Reader.TryRead(out var cmd))
{
await ExecuteCommandAsync(cmd);
}
await ImportDirtyAssetsAsync();
}
catch (Exception ex)
{
Logger.LogError($"Error processing commands: {ex.Message}");
}
finally
{
s_resetEventSlim.Set();
}
}
private static async ValueTask ExecuteCommandAsync(AssetCommand command)
{
switch (command.Type)
{
case AssetCommandType.FileCreated:
await HandleFileCreatedAsync(command.Path);
break;
case AssetCommandType.FileModified:
await HandleFileModifiedAsync(command.Path);
break;
case AssetCommandType.FileDeleted:
await HandleFileDeletedAsync(command.Path);
break;
case AssetCommandType.FileRenamed:
if (command.OldPath != null)
{
await HandleFileRenamedAsync(command.OldPath, command.Path);
}
break;
case AssetCommandType.ManualRefresh:
await ValidateAndFixDatabaseAsync(CancellationToken.None);
break;
}
}
private static async ValueTask HandleFileCreatedAsync(string path)
{
if (!File.Exists(path))
{
return;
}
await GenerateMetaFileAsync(path, CancellationToken.None);
}
private static async ValueTask HandleFileModifiedAsync(string path)
{
if (!File.Exists(path))
{
return;
}
// Check if file hash changed
var metaResult = await ReadMetaFileAsync(path, CancellationToken.None);
if (metaResult.IsFailure)
{
// No .gmeta file - treat this as a new file creation
await HandleFileCreatedAsync(path);
return;
}
var newHash = await CalculateFileHashAsync(path, CancellationToken.None);
var oldHash = await GetFileHashAsync(metaResult.Value.Guid, CancellationToken.None);
if (oldHash != newHash)
{
// File changed - update database and mark as dirty
await UpsertAssetAsync(path, metaResult.Value, newHash, null, CancellationToken.None);
MarkDirty(metaResult.Value.Guid);
}
}
private static async ValueTask HandleFileDeletedAsync(string path)
{
var metaFileResult = GetMetaFilePath(path);
if (metaFileResult.IsSuccess && File.Exists(metaFileResult.Value))
{
try
{
var metaResult = await ReadMetaFileAsync(path, CancellationToken.None);
if (metaResult.IsSuccess)
{
var meta = metaResult.Value;
// Remove from database
await RemoveAssetFromDatabaseAsync(meta.Guid, CancellationToken.None);
// Mark dependent assets as dirty
await MarkDependentAssetsDirtyAsync(meta.Guid);
}
File.Delete(metaFileResult.Value);
}
catch (Exception ex)
{
Logger.LogError($"Error deleting asset metadata: {ex.Message}");
}
}
}
private static async ValueTask HandleFileRenamedAsync(string oldPath, string newPath)
{
var oldMetaPath = oldPath + Utilities.FileExtensions.META_FILE_EXTENSION;
var newMetaPath = newPath + Utilities.FileExtensions.META_FILE_EXTENSION;
if (File.Exists(newMetaPath))
{
// Validate and update
await GenerateMetaFileAsync(newPath, CancellationToken.None);
}
else if (File.Exists(oldMetaPath))
{
// Move meta file
File.Move(oldMetaPath, newMetaPath);
// Update database with new path and recalculated hash
var metaResult = await ReadMetaFileAsync(newPath, CancellationToken.None);
if (metaResult.IsSuccess)
{
var fileHash = await CalculateFileHashAsync(newPath, CancellationToken.None);
await UpsertAssetAsync(newPath, metaResult.Value, fileHash, null, CancellationToken.None);
}
}
else
{
// Generate new meta file
await GenerateMetaFileAsync(newPath, CancellationToken.None);
}
// Delete old meta if it still exists
if (File.Exists(oldMetaPath) && oldMetaPath != newMetaPath)
{
try
{
File.Delete(oldMetaPath);
}
catch
{
}
}
}
internal static void Shutdown()
{
lock (s_initializationLock)
{
if (!s_initialized)
{
return;
}
s_watcher?.Dispose();
s_watcher = null;
s_commandProcessorTimer?.Dispose();
s_commandProcessorTimer = null;
s_dbConnection?.Close();
s_dbConnection?.Dispose();
s_dbConnection = null;
s_assetPathLookup.Clear();
s_pathAssetLookup.Clear();
s_dirtyAssets.Clear();
s_waitingCommands.Clear();
s_importerInstances.Clear();
s_importerTypeLookup.Clear();
s_initialized = false;
}
}
}

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@@ -1,115 +0,0 @@
# 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.

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@@ -1,131 +0,0 @@
# Asset Database Documentation
The Asset Database is a core component of the Ghost Editor responsible for managing the lifecycle, storage, import, and retrieval of project assets. It provides a unified API for interacting with assets, ensuring that metadata (GUIDs, tags, settings) stays synchronized with files on disk.
## Key Features
- **GUID-based Asset Identification**: Every asset is uniquely identified by a stable GUID, stored in a sidecar `.gmeta` file.
- **Automatic Importing**: Monitors the file system for changes and automatically imports assets using registered importers.
- **Dependency Tracking**: Tracks dependencies between assets to ensure validity and trigger re-imports when dependencies change.
- **Caching**: Implements an LRU (Least Recently Used) cache for loaded assets to optimize performance.
- **SQLite Backed**: Uses a local SQLite database for fast lookups (Path <-> GUID) and metadata queries.
- **Metadata Management**: Handles `.gmeta` files automatically, including generation, validation, and cleanup.
## usage
### Initialization
The Asset Database must be initialized after the project is loaded.
```csharp
await AssetDatabase.Initialize(cancellationToken);
```
### Loading Assets
Assets can be loaded by GUID or by Path.
```csharp
// Load by Path
var result = AssetDatabase.LoadAssetAtPath<TextureAsset>("Assets/Textures/my_texture.png");
if (result.IsSuccess)
{
var texture = result.Value;
}
// Load by GUID
var guid = ...;
var result = AssetDatabase.LoadAsset<TextureAsset>(guid);
```
### File Operations
Always use the `AssetDatabase` API for file operations to ensure metadata is preserved.
```csharp
// Create
await AssetDatabase.CreateAssetAsync("Assets/Data/config.json", dataBytes);
// Move
await AssetDatabase.MoveAssetAsync("Assets/Old/file.txt", "Assets/New/file.txt");
// Copy
await AssetDatabase.CopyAssetAsync("Assets/template.txt", "Assets/instance.txt");
// Delete
await AssetDatabase.DeleteAssetAsync("Assets/garbage.tmp");
```
### Searching
Find assets using wildcards or tags.
```csharp
// Find all PNGs
var guids = await AssetDatabase.FindAssetsByNameAsync("*.png");
// Find assets with a specific tag
var enemyAssets = await AssetDatabase.FindAssetsByTagAsync("Enemy");
```
### Tags
Manage asset tags for organization.
```csharp
// Get tags
var tagsResult = await AssetDatabase.GetAssetTagsAsync(guid);
// Set tags
await AssetDatabase.SetAssetTagsAsync(guid, new List<string> { "Level1", "Prop" });
```
### Opening Assets
Open an asset using its registered handler or the system default.
```csharp
AssetDatabase.OpenAsset("Assets/Docs/readme.txt");
```
## Extending the Asset Database
### Creating a New Importer
To support a new file type, create a class that inherits from `AssetImporter<T>` and decorate it with the `[AssetImporter]` attribute.
```csharp
[AssetImporter(".myfmt")]
internal class MyFormatImporter : AssetImporter<MyFormatSettings>
{
public override async Task<Result> ImportAsync(string assetPath, AssetMeta meta)
{
var settings = GetSettings(meta);
// 1. Read source file
// 2. Process data
// 3. Save imported data using AssetDatabase.SaveImportedAsset
var myAsset = new MyAsset(meta.Guid) { ... };
return AssetDatabase.SaveImportedAsset(meta.Guid, myAsset);
}
}
internal class MyFormatSettings : ImporterSettings
{
public float Scale { get; set; } = 1.0f;
}
```
### Creating an Open Handler
To define custom behavior when an asset is opened (e.g., double-clicked in the editor), use the `[AssetOpenHandler]` attribute.
```csharp
internal static class MyHandlers
{
[AssetOpenHandler(".myfmt")]
private static void OpenMyFormat(string path)
{
// Open custom editor window
}
}
```
## Internal Architecture
- **AssetDatabase.cs**: Core initialization and event coordination.
- **AssetDatabase.SQLite.cs**: Database table management and queries.
- **AssetDatabase.Meta.cs**: `.gmeta` file handling and file system watcher events.
- **AssetDatabase.Importer.cs**: Importer discovery and execution.
- **AssetDatabase.Loader.cs**: Asset loading and caching logic.

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@@ -1,81 +0,0 @@
using Ghost.Core;
namespace Ghost.Editor.Core.AssetHandle;
public abstract class AssetImporter
{
/// <summary>
/// Import the asset at the specified path with the given settings.
/// </summary>
/// <param name="assetPath">Full path to the source asset file.</param>
/// <param name="meta">Metadata for the asset.</param>
/// <param name="token">Cancellation token.</param>
/// <returns>Result indicating success or failure.</returns>
public abstract ValueTask<Result> ImportAsync(string assetPath, AssetMeta meta, CancellationToken token = default);
/// <summary>
/// Export in-memory asset data to disk.
/// Override this method to support creating assets from code.
/// </summary>
/// <typeparam name="T">Type of asset data to export.</typeparam>
/// <param name="assetPath">Full path where the asset should be saved.</param>
/// <param name="assetData">In-memory asset data to serialize.</param>
/// <param name="meta">Metadata for the asset.</param>
/// <param name="token">Cancellation token.</param>
/// <returns>Result indicating success or failure.</returns>
public virtual ValueTask<Result> ExportAsync<T>(string assetPath, T assetData, AssetMeta meta, CancellationToken token = default)
where T : class
{
return ValueTask.FromResult(Result.Failure("This importer does not support exporting assets."));
}
/// <summary>
/// Validate dependencies referenced by this asset.
/// Dependencies are extracted from asset content during import and stored in the database.
/// </summary>
/// <param name="dependencies">List of dependency GUIDs extracted from the asset.</param>
/// <returns>Result indicating if all dependencies are valid.</returns>
protected virtual ValueTask<Result> ValidateDependenciesAsync(List<Guid> dependencies, CancellationToken token = default)
{
foreach (var dependencyGuid in dependencies)
{
var path = AssetDatabase.GuidToPath(dependencyGuid);
if (path.IsFailure)
{
return ValueTask.FromResult(Result.Failure($"Missing dependency: {dependencyGuid}"));
}
if (!File.Exists(path.Value))
{
return ValueTask.FromResult(Result.Failure($"Dependency file does not exist: {path.Value}"));
}
}
return ValueTask.FromResult(Result.Success());
}
}
public abstract class AssetImporter<TSettings> : AssetImporter
where TSettings : ImporterSettings, new()
{
/// <summary>
/// Get the settings for this importer from the metadata.
/// Creates default settings if none exist.
/// </summary>
/// <param name="meta">Asset metadata.</param>
/// <returns>The importer settings.</returns>
protected TSettings GetSettings(AssetMeta meta)
{
var typeName = GetType().Name;
var settings = meta.GetImporterSettings<TSettings>(typeName);
if (settings != null)
{
return settings;
}
var defaultSettings = new TSettings();
meta.SetImporterSettings(typeName, defaultSettings);
return defaultSettings;
}
}

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namespace Ghost.Editor.Core.AssetHandle;
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
internal class AssetImporterAttribute : Attribute
{
public string[] SupportedExtensions
{
get;
}
public AssetImporterAttribute(params string[] supportedExtensions)
{
SupportedExtensions = supportedExtensions;
}
}

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using System.Text.Json;
using System.Text.Json.Serialization;
namespace Ghost.Editor.Core.AssetHandle;
/// <summary>
/// Metadata for an asset, stored in .gmeta files.
/// Contains GUID, version, tags, and importer settings.
/// FileHash and Dependencies are stored in the database only, not in .gmeta files.
/// </summary>
public class AssetMeta
{
/// <summary>
/// Unique identifier for the asset.
/// </summary>
[JsonPropertyName("Guid")]
public Guid Guid
{
get;
set;
}
/// <summary>
/// Version of the asset pipeline (not the asset itself).
/// Used for migration when the asset pipeline is redesigned.
/// </summary>
[JsonPropertyName("Version")]
public int Version
{
get;
set;
} = 1;
/// <summary>
/// Tags for categorizing and searching assets.
/// </summary>
[JsonPropertyName("Tags")]
public List<string> Tags
{
get;
set;
} = new();
/// <summary>
/// Importer settings specific to this asset.
/// The key is the importer type name, and the value is a JSON element containing the settings.
/// Use GetImporterSettings&lt;T&gt;() and SetImporterSettings&lt;T&gt;() to work with strongly-typed settings.
/// </summary>
[JsonPropertyName("ImporterSettings")]
public Dictionary<string, JsonElement> ImporterSettings
{
get;
set;
} = new();
/// <summary>
/// Get importer settings of a specific type.
/// </summary>
public T? GetImporterSettings<T>(string importerName) where T : ImporterSettings
{
if (ImporterSettings.TryGetValue(importerName, out var element))
{
return element.Deserialize<T>();
}
return null;
}
/// <summary>
/// Set importer settings.
/// </summary>
public void SetImporterSettings<T>(string importerName, T settings) where T : ImporterSettings
{
var element = JsonSerializer.SerializeToElement(settings);
ImporterSettings[importerName] = element;
}
/// <summary>
/// Set importer settings (non-generic overload).
/// </summary>
internal void SetImporterSettings(string importerName, ImporterSettings settings)
{
var element = JsonSerializer.SerializeToElement(settings, settings.GetType());
ImporterSettings[importerName] = element;
}
}

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@@ -1,15 +0,0 @@
namespace Ghost.Editor.Core.AssetHandle;
[AttributeUsage(AttributeTargets.Method)]
public class AssetOpenHandlerAttribute : Attribute
{
public string[] Extensions
{
get;
}
public AssetOpenHandlerAttribute(params string[] extensions)
{
Extensions = extensions.Select(e => e.StartsWith('.') ? e.ToLowerInvariant() : '.' + e.ToLowerInvariant()).ToArray();
}
}

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namespace Ghost.Editor.Core.AssetHandle;
public abstract class ImporterSettings
{
}

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@@ -1,70 +0,0 @@
using Ghost.Core;
namespace Ghost.Editor.Core.AssetHandle.Importers;
/// <summary>
/// Example importer settings for text assets.
/// </summary>
internal class TextImporterSettings : ImporterSettings
{
public string Encoding
{
get;
set;
} = "UTF-8";
public bool TrimWhitespace
{
get;
set;
} = false;
}
/// <summary>
/// Example importer for text files (.txt, .md).
/// This is a simple test importer to demonstrate the asset import system.
/// </summary>
[AssetImporter(".txt", ".md")]
internal class TextImporter : AssetImporter<TextImporterSettings>
{
public override async ValueTask<Result> ImportAsync(string assetPath, AssetMeta meta, CancellationToken token = default)
{
var settings = GetSettings(meta);
// Text files typically don't have dependencies
// If they did, you would extract them from the content here
var dependencies = new List<Guid>();
// Validate dependencies
var depResult = await ValidateDependenciesAsync(dependencies);
if (depResult.IsFailure)
{
return depResult;
}
try
{
// Read the file
var content = await File.ReadAllTextAsync(assetPath, token);
if (settings.TrimWhitespace)
{
content = content.Trim();
}
// TODO: Process the text content
// For example:
// - Convert to a specific format
// - Extract metadata
// - Generate assets
// - Save to output folder
// For now, just report success
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to import text asset: {ex.Message}");
}
}
}

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@@ -1,279 +0,0 @@
using Ghost.Core;
using System.Text.Json;
namespace Ghost.Editor.Core.AssetHandle.Importers;
/// <summary>
/// Importer settings for texture assets.
/// </summary>
internal class TextureImporterSettings : ImporterSettings
{
/// <summary>
/// Whether to generate mipmaps for the texture.
/// </summary>
public bool GenerateMipmaps
{
get;
set;
} = true;
/// <summary>
/// Whether the texture uses sRGB color space.
/// </summary>
public bool SRGB
{
get;
set;
} = true;
/// <summary>
/// Maximum texture size. Images larger than this will be downscaled.
/// </summary>
public uint MaxSize
{
get;
set;
} = 2048;
/// <summary>
/// Texture compression format.
/// Options: "None", "BC1", "BC3", "BC7"
/// </summary>
public string CompressionFormat
{
get;
set;
} = "None";
/// <summary>
/// Texture filter mode.
/// Options: "Point", "Bilinear", "Trilinear"
/// </summary>
public string FilterMode
{
get;
set;
} = "Bilinear";
/// <summary>
/// Texture wrap mode.
/// Options: "Repeat", "Clamp", "Mirror"
/// </summary>
public string WrapMode
{
get;
set;
} = "Repeat";
}
/// <summary>
/// Importer for texture files (.png, .jpg, .jpeg, .dds, .tga, .bmp).
/// Processes image files and converts them into engine-ready texture assets.
/// </summary>
[AssetImporter(".png", ".jpg", ".jpeg", ".dds", ".tga", ".bmp")]
internal class TextureImporter : AssetImporter<TextureImporterSettings>
{
public override async ValueTask<Result> ImportAsync(string assetPath, AssetMeta meta, CancellationToken token = default)
{
var settings = GetSettings(meta);
// Textures typically don't reference other assets as dependencies
// If they did (e.g., normal maps referencing base textures), extract here
var dependencies = new List<Guid>();
// Validate dependencies
var depResult = await ValidateDependenciesAsync(dependencies, token);
if (depResult.IsFailure)
{
return depResult;
}
try
{
// Check if file exists
if (!File.Exists(assetPath))
{
return Result.Failure($"Source texture file not found: {assetPath}");
}
// Get image dimensions (simplified - in real implementation would use image library)
var (width, height) = GetImageDimensions(assetPath);
if (width == 0 || height == 0)
{
return Result.Failure("Failed to read image dimensions");
}
// Apply max size constraint
if (width > settings.MaxSize || height > settings.MaxSize)
{
var scale = Math.Min(settings.MaxSize / (float)width, settings.MaxSize / (float)height);
width = (uint)(width * scale);
height = (uint)(height * scale);
}
// Calculate mipmap count
uint mipLevels = 1;
if (settings.GenerateMipmaps)
{
mipLevels = CalculateMipLevels(width, height);
}
// Determine format
var format = settings.CompressionFormat == "None" ? "RGBA8" : settings.CompressionFormat;
// Create texture asset
var textureAsset = new TextureAsset(meta.Guid, Path.GetFileNameWithoutExtension(assetPath))
{
Width = width,
Height = height,
MipLevels = mipLevels,
Format = format,
IsSRGB = settings.SRGB,
SourcePath = assetPath
};
// Save the imported asset data
var saveResult = AssetDatabase.SaveImportedAsset(meta.Guid, textureAsset);
if (saveResult.IsFailure)
{
return Result.Failure($"Failed to save texture asset: {saveResult.Message}");
}
// In a real implementation, you would:
// 1. Load the image using a library like ImageSharp or StbImageSharp
// 2. Resize if needed
// 3. Generate mipmaps
// 4. Compress if needed
// 5. Save the processed texture data to the ImportedAssets folder
// 6. Update the hash in database
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to import texture: {ex.Message}");
}
}
/// <summary>
/// Get image dimensions from file.
/// Simplified implementation - in production, use an image library.
/// </summary>
private static (uint width, uint height) GetImageDimensions(string imagePath)
{
// This is a placeholder implementation
// In a real implementation, you would use a library like:
// - ImageSharp
// - StbImageSharp
// - DirectXTex (for DDS files)
var extension = Path.GetExtension(imagePath).ToLowerInvariant();
if (extension == ".dds")
{
// For DDS files, read the header
// DDS header format: https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dds-header
return ReadDDSHeader(imagePath);
}
else
{
// For PNG/JPG/etc, we would use an image library
// For now, return placeholder values
return (1024, 1024);
}
}
/// <summary>
/// Read DDS file header to get dimensions.
/// </summary>
private static (uint width, uint height) ReadDDSHeader(string ddsPath)
{
try
{
using var stream = File.OpenRead(ddsPath);
using var reader = new BinaryReader(stream);
// Read magic number (should be "DDS ")
var magic = reader.ReadUInt32();
if (magic != 0x20534444) // "DDS " in little-endian
{
return (0, 0);
}
// Read header size (should be 124)
var headerSize = reader.ReadUInt32();
if (headerSize != 124)
{
return (0, 0);
}
// Skip flags
reader.ReadUInt32();
// Read height and width
var height = reader.ReadUInt32();
var width = reader.ReadUInt32();
return (width, height);
}
catch
{
return (0, 0);
}
}
/// <summary>
/// Export a texture asset from memory to disk.
/// </summary>
public override async ValueTask<Result> ExportAsync<T>(string assetPath, T assetData, AssetMeta meta, CancellationToken token = default)
{
if (assetData is not TextureAsset textureAsset)
{
return Result.Failure($"Asset data is not a TextureAsset, got {typeof(T).Name}");
}
try
{
// In a real implementation, you would:
// 1. Convert the texture data to the appropriate format
// 2. Write the image file (PNG, DDS, etc.)
// 3. Save metadata
// For now, just save metadata as JSON
var json = JsonSerializer.Serialize(textureAsset, new JsonSerializerOptions
{
WriteIndented = true
});
await File.WriteAllTextAsync(assetPath, json, token);
return Result.Success();
}
catch (Exception ex)
{
return Result.Failure($"Failed to export texture: {ex.Message}");
}
}
/// <summary>
/// Calculate number of mipmap levels for a given texture size.
/// </summary>
private static uint CalculateMipLevels(uint width, uint height)
{
if (width == 0 || height == 0)
{
return 0;
}
uint count = 1;
while (width > 1 || height > 1)
{
width >>= 1;
height >>= 1;
count++;
}
return count;
}
}

View File

@@ -1,22 +0,0 @@
namespace Ghost.Editor.Core.AssetHandle;
/// <summary>
/// The base class for all asset types in the Ghost Editor.
/// </summary>
public abstract class Asset
{
public abstract string Name
{
get; set;
}
public Guid ID
{
get;
}
protected Asset(Guid id)
{
ID = id;
}
}

View File

@@ -1,75 +0,0 @@
namespace Ghost.Editor.Core.AssetHandle;
/// <summary>
/// Represents a texture asset.
/// </summary>
public class TextureAsset : Asset
{
public override string Name
{
get;
set;
}
/// <summary>
/// Width of the texture in pixels.
/// </summary>
public uint Width
{
get;
set;
}
/// <summary>
/// Height of the texture in pixels.
/// </summary>
public uint Height
{
get;
set;
}
/// <summary>
/// Number of mipmap levels.
/// </summary>
public uint MipLevels
{
get;
set;
}
/// <summary>
/// Texture format (e.g., "RGBA8", "BC1", "BC7").
/// </summary>
public string Format
{
get;
set;
}
/// <summary>
/// Whether the texture uses sRGB color space.
/// </summary>
public bool IsSRGB
{
get;
set;
}
/// <summary>
/// Relative path to the source image file.
/// </summary>
public string SourcePath
{
get;
set;
}
public TextureAsset(Guid id, string name) : base(id)
{
Name = name;
Format = "RGBA8";
IsSRGB = true;
SourcePath = string.Empty;
}
}

View File

@@ -1,7 +0,0 @@
namespace Ghost.Editor.Core.Contracts;
public interface INavigationAware
{
public void OnNavigatedTo(object? parameter);
public void OnNavigatedFrom();
}

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@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<ResourceDictionary
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:Ghost.Editor.Controls.Internal" />

View File

@@ -1,10 +0,0 @@
namespace Ghost.Editor.Core.Inspector;
[AttributeUsage(AttributeTargets.Class)]
public class CustomEditorAttribute(Type targetType) : Attribute
{
internal Type TargetType
{
get;
} = targetType;
}

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@@ -1,13 +0,0 @@
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
namespace Ghost.Editor.Core.Inspector;
public interface IInspectable
{
public IconSource? CreateIcon();
public UIElement? CreateHeader();
public UIElement? CreateInspector();
}

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@@ -1,12 +0,0 @@
namespace Ghost.Editor.Core.Inspector;
internal interface IInspectorService
{
public IInspectable? SelectedInspectable
{
get;
set;
}
public event Action? OnSelectionChanged;
}

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@@ -1,19 +0,0 @@
namespace Ghost.Editor.Core.Inspector;
public class InspectorService : IInspectorService
{
public IInspectable? SelectedInspectable
{
get => field;
set
{
if (field != value)
{
field = value;
OnSelectionChanged?.Invoke();
}
}
}
public event Action? OnSelectionChanged;
}

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@@ -1,9 +0,0 @@
using CommunityToolkit.WinUI.Behaviors;
namespace Ghost.Editor.Core.Notifications;
public interface INotificationService
{
public void ShowNotification(string? message, MessageType type, int duration = 5, string? title = null);
public void ShowNotification(Notification notification);
}

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@@ -1,9 +0,0 @@
namespace Ghost.Editor.Core.Progress;
public interface IProgressService
{
public void ShowProgress(string message, double progress = 0.0);
public void ShowIndeterminateProgress(string message);
public void SetProgress(double progress);
public void HideProgress();
}

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@@ -1,26 +0,0 @@
using Microsoft.UI.Xaml;
namespace Ghost.Editor.Core.Utilities;
public static class EditorApplication
{
private static IServiceProvider? _serviceProvider;
public static Application Current => Application.Current;
internal static void Initialize(IServiceProvider serviceProvider)
{
_serviceProvider = serviceProvider;
}
public static T GetService<T>()
where T : class
{
if (_serviceProvider?.GetService(typeof(T)) is not T service)
{
throw new ArgumentException($"{typeof(T)} needs to be registered in ConfigureServices within App.xaml.cs.");
}
return service;
}
}

View File

@@ -1,36 +0,0 @@
using Ghost.Core.Attributes;
using System.Reflection;
namespace Ghost.Editor.Core.Utilities;
public static class TypeCache
{
private static readonly TypeInfo[] s_types;
static TypeCache()
{
var loadableTypes = new List<Type>(512);
var assembliesToScan = AppDomain.CurrentDomain.GetAssemblies()
.Where(a => a.GetCustomAttribute<EngineAssemblyAttribute>() != null);
foreach (var assembly in assembliesToScan)
{
try
{
loadableTypes.AddRange(assembly.GetTypes());
}
catch (ReflectionTypeLoadException ex)
{
var types = ex.Types.Where(t => t != null);
loadableTypes.AddRange(types!);
}
}
s_types = loadableTypes.Select(t => t.GetTypeInfo()).ToArray();
}
public static Type[] GetTypes()
{
return s_types;
}
}

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@@ -1,30 +0,0 @@
using Ghost.Data.Resources;
using Ghost.Data.Services;
using Ghost.Editor.Core.Utilities;
using Microsoft.UI.Xaml;
namespace Ghost.Editor;
internal static class ActivationHandler
{
private static void FolderInitialization()
{
if (!Directory.Exists(DataPath.s_applicationDataFolder))
{
Directory.CreateDirectory(DataPath.s_applicationDataFolder);
}
if (!Directory.Exists(DataPath.s_projectTemplateFolder))
{
Directory.CreateDirectory(DataPath.s_projectTemplateFolder);
}
}
public static void Handle(LaunchActivatedEventArgs args)
{
FolderInitialization();
ProjectService.EnsureDefaultTemplate();
EditorApplication.Initialize(((App)(Application.Current)).Host.Services);
}
}

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@@ -1,112 +0,0 @@
using Ghost.Core;
using Ghost.Editor.Core.AppState;
using Ghost.Editor.Core.Inspector;
using Ghost.Editor.Core.Notifications;
using Ghost.Editor.Core.Progress;
using Ghost.Editor.Utilities;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Hosting;
using Microsoft.UI.Xaml;
// To learn more about WinUI, the WinUI project structure,
// and more about our project templates, see: http://aka.ms/winui-project-info.
namespace Ghost.Editor;
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
public partial class App : Application
{
private Window? _window;
internal static Window? Window
{
get => (Current as App)!._window;
set
{
if (Current is App app)
{
// HACK: As far as I can tell, there is no proper application shutdown event in WinUI 3.
app._window?.Closed -= app.OnClosed;
app._window = value;
app._window?.Closed += app.OnClosed;
}
}
}
internal IHost Host
{
get;
}
/// <summary>
/// Initializes the singleton application object. This is the first line of authored code
/// executed, and as such is the logical equivalent of main() or WinMain().
/// </summary>
internal App()
{
InitializeComponent();
Host = Microsoft.Extensions.Hosting.Host.
CreateDefaultBuilder().
UseContentRoot(AppContext.BaseDirectory).
ConfigureServices((context, services) =>
{
HostHelper.AddLandingScope(context, services);
HostHelper.AddEngineScope(context, services);
services.AddSingleton<AppStateMachine>();
services.AddSingleton<INotificationService, NotificationService>();
services.AddSingleton<IProgressService, ProgressService>();
services.AddSingleton<IInspectorService, InspectorService>();
})
.Build();
UnhandledException += App_UnhandledException;
}
internal static IServiceScope CreateScope()
{
return (Current as App)!.Host.Services.CreateScope();
}
public static T GetService<T>() where T : class
{
if ((Current as App)!.Host.Services.GetService(typeof(T)) is not T service)
{
throw new ArgumentException($"{typeof(T)} needs to be registered in ConfigureServices within App.xaml.cs.");
}
return service;
}
/// <summary>
/// Invoked when the application is launched.
/// </summary>
/// <param name="args">Details about the launch request and process.</param>
protected override async void OnLaunched(LaunchActivatedEventArgs args)
{
base.OnLaunched(args);
await Host.StartAsync();
ActivationHandler.Handle(args);
var stateMachine = GetService<AppStateMachine>();
stateMachine.RegisterState(StateKey.Landing, () => new LandingState());
stateMachine.RegisterState(StateKey.EngineEditor, () => new EditorState());
await stateMachine.TransitionToAsync(StateKey.Landing);
}
private void OnClosed(object? sender, WindowEventArgs args)
{
Host.StopAsync().GetAwaiter().GetResult();
Host.Dispose();
}
private void App_UnhandledException(object sender, Microsoft.UI.Xaml.UnhandledExceptionEventArgs e)
{
Logger.LogError(e.Exception);
}
}

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@@ -1,38 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Editor.Core.Contracts;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Navigation;
namespace Ghost.Editor.Controls;
public abstract partial class ViewModelPage<VM> : Page
where VM : ObservableObject
{
public VM ViewModel
{
get;
}
protected ViewModelPage(VM viewModel)
{
ViewModel = viewModel;
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
if (ViewModel is INavigationAware navigationAware)
{
navigationAware.OnNavigatedTo(e.Parameter);
}
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
base.OnNavigatedFrom(e);
if (ViewModel is INavigationAware navigationAware)
{
navigationAware.OnNavigatedFrom();
}
}
}

View File

@@ -1,60 +0,0 @@
using Ghost.Core;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AssetHandle;
using Ghost.Editor.View.Windows;
using Ghost.Engine;
namespace Ghost.Editor.Core.AppState;
internal class EditorState : IAppState
{
private EngineEditorWindow? _window;
private EngineCore? _engineCore;
public ValueTask<Result> OnExitingAsync()
{
if (App.Window == _window)
{
App.Window = null;
}
_engineCore?.Dispose();
return ValueTask.FromResult(Result.Success());
}
public ValueTask<Result> OnEnteringAsync(object? parameter)
{
if (parameter is not ProjectMetadataInfo metadataInfo)
{
return ValueTask.FromResult(Result.Failure("Invalid parameter for entering EditorState."));
}
ProjectService.CurrentProject = metadataInfo;
_engineCore = App.GetService<EngineCore>();
_engineCore.Init();
_window = App.GetService<EngineEditorWindow>();
_window.Activate();
App.Window = _window;
return ValueTask.FromResult(Result.Success());
}
public ValueTask<Result> OnExitedAsync()
{
_window?.Close();
_window = null;
return ValueTask.FromResult(Result.Success());
}
public async ValueTask<Result> OnEnteredAsync(object? parameter)
{
await AssetDatabase.Initialize();
return Result.Success();
}
}

View File

@@ -1,42 +0,0 @@
using Ghost.Core;
using Ghost.Editor.View.Windows;
namespace Ghost.Editor.Core.AppState;
internal class LandingState : IAppState
{
private LandingWindow? _window;
public ValueTask<Result> OnExitingAsync()
{
if (App.Window == _window)
{
App.Window = null;
}
return ValueTask.FromResult(Result.Success());
}
public ValueTask<Result> OnEnteringAsync(object? parameter)
{
_window = App.GetService<LandingWindow>();
_window.Activate();
App.Window = _window;
return ValueTask.FromResult(Result.Success());
}
public ValueTask<Result> OnExitedAsync()
{
_window?.Close();
_window = null;
return ValueTask.FromResult(Result.Success());
}
public ValueTask<Result> OnEnteredAsync(object? parameter)
{
return ValueTask.FromResult(Result.Success());
}
}

View File

@@ -1,121 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net10.0-windows10.0.22621.0</TargetFramework>
<TargetPlatformMinVersion>10.0.17763.0</TargetPlatformMinVersion>
<Platforms>x86;x64;ARM64</Platforms>
<RuntimeIdentifiers>win-x86;win-x64;win-arm64</RuntimeIdentifiers>
<PublishProfile>win-$(Platform).pubxml</PublishProfile>
<UseWinUI>true</UseWinUI>
<EnableMsixTooling>true</EnableMsixTooling>
<!-- in .net 10, field keyword is not preview anymore, but we are still waiting roslyn team to update their code analyzer packages -->
<langversion>preview</langversion>
</PropertyGroup>
<ItemGroup>
<Content Include="Assets\SplashScreen.scale-200.png" />
<Content Include="Assets\LockScreenLogo.scale-200.png" />
<Content Include="Assets\Square150x150Logo.scale-200.png" />
<Content Include="Assets\StoreLogo.png" />
<Content Include="Assets\Wide310x150Logo.scale-200.png" />
</ItemGroup>
<ItemGroup>
<Manifest Include="$(ApplicationManifest)" />
</ItemGroup>
<!--
Defining the "Msix" ProjectCapability here allows the Single-project MSIX Packaging
Tools extension to be activated for this project even if the Windows App SDK Nuget
package has not yet been restored.
-->
<ItemGroup Condition="'$(DisableMsixProjectCapabilityAddedByProject)'!='true' and '$(EnableMsixTooling)'=='true'">
<ProjectCapability Include="Msix" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="CommunityToolkit.WinUI.Controls.Primitives" Version="8.2.251219" />
<PackageReference Include="CommunityToolkit.WinUI.Controls.TabbedCommandBar" Version="8.2.251219" />
<PackageReference Include="Microsoft.Extensions.Hosting" Version="10.0.2" />
<PackageReference Include="Microsoft.Windows.CsWinRT" Version="2.2.0" />
<PackageReference Include="Microsoft.Windows.SDK.BuildTools" Version="10.0.26100.7463" />
<PackageReference Include="Microsoft.WindowsAppSDK" Version="1.8.260101001" />
<PackageReference Include="WinUIEx" Version="2.9.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Ghost.Editor.Core\Ghost.Editor.Core.csproj" />
<ProjectReference Include="..\Ghost.Entities\Ghost.Entities.csproj" />
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\Landing\CreateProjectPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Window\Landing.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\Landing\OpenProjectPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\InspectorPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\HierarchyPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\ProjectPage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\ConsolePage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="Themes\Override.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Windows\EngineEditorWindow.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="View\Pages\EngineEditor\ScenePage.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<PropertyGroup Label="Globals" />
<!--
Defining the "HasPackageAndPublishMenuAddedByProject" property here allows the Solution
Explorer "Package and Publish" context menu entry to be enabled for this project even if
the Windows App SDK Nuget package has not yet been restored.
-->
<PropertyGroup Condition="'$(DisableHasPackageAndPublishMenuAddedByProject)'!='true' and '$(EnableMsixTooling)'=='true'">
<HasPackageAndPublishMenu>true</HasPackageAndPublishMenu>
</PropertyGroup>
<!-- Publish Properties -->
<PropertyGroup>
<PublishReadyToRun Condition="'$(Configuration)' == 'Debug'">False</PublishReadyToRun>
<PublishReadyToRun Condition="'$(Configuration)' != 'Debug'">True</PublishReadyToRun>
<PublishTrimmed Condition="'$(Configuration)' != 'Debug'">True</PublishTrimmed>
<Nullable>enable</Nullable>
<SupportedOSPlatformVersion>10.0.20348.0</SupportedOSPlatformVersion>
<ApplicationManifest>app.manifest</ApplicationManifest>
<PublishAot>False</PublishAot>
<PublishTrimmed>False</PublishTrimmed>
<RootNamespace>Ghost.Editor</RootNamespace>
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
</Project>

View File

@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<ResourceDictionary
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:controls="using:Microsoft.UI.Xaml.Controls"
xmlns:internal="using:Ghost.Editor.Controls.Internal">
<ResourceDictionary.ThemeDictionaries>
<ResourceDictionary x:Key="Dark">
<StaticResource x:Key="TabViewItemHeaderBackgroundSelected" ResourceKey="ControlFillColorSecondaryBrush" />
</ResourceDictionary>
<ResourceDictionary x:Key="Light">
<StaticResource x:Key="TabViewItemHeaderBackgroundSelected" ResourceKey="ControlFillColorSecondaryBrush" />
</ResourceDictionary>
</ResourceDictionary.ThemeDictionaries>
<Style TargetType="internal:NavigationTabView">
<Setter Property="TabWidthMode" Value="Compact" />
</Style>
<Style TargetType="NumberBox" />
</ResourceDictionary>

View File

@@ -1,50 +0,0 @@
using Ghost.Data.Services;
using Ghost.Editor.View.Pages.EngineEditor;
using Ghost.Editor.View.Pages.Landing;
using Ghost.Editor.View.Windows;
using Ghost.Editor.ViewModels.Pages.EngineEditor;
using Ghost.Editor.ViewModels.Pages.Landing;
using Ghost.Editor.ViewModels.Windows;
using Ghost.Engine;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Hosting;
namespace Ghost.Editor.Utilities;
internal static partial class HostHelper
{
public static void AddLandingScope(HostBuilderContext context, IServiceCollection services)
{
services.AddSingleton<LandingWindow>();
services.AddTransient<CreateProjectPage>();
services.AddTransient<CreateProjectViewModel>();
services.AddTransient<OpenProjectPage>();
services.AddTransient<OpenProjectViewModel>();
services.AddTransient<ProjectService>();
}
public static void AddEngineScope(HostBuilderContext context, IServiceCollection services)
{
services.AddSingleton<EngineCore>();
services.AddSingleton<EngineEditorWindow>();
services.AddSingleton<EngineEditorViewModel>();
services.AddTransient<ScenePage>();
services.AddTransient<HierarchyPage>();
services.AddTransient<HierarchyViewModel>();
services.AddTransient<ProjectPage>();
services.AddTransient<ProjectViewModel>();
services.AddTransient<ConsolePage>();
services.AddTransient<ConsoleViewModel>();
services.AddTransient<InspectorPage>();
services.AddTransient<InspectorViewModel>();
}
}

View File

@@ -1,142 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Page
x:Class="Ghost.Editor.View.Pages.Landing.CreateProjectPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:data="using:Ghost.Data.Models"
xmlns:editor="using:Ghost.Editor.Core.Controls"
xmlns:local="using:Ghost.Editor.View.Pages.Landing"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
NavigationCacheMode="Enabled"
mc:Ignorable="d">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<!-- Template Info -->
<Grid Grid.Column="0" Width="300">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<TextBlock
Grid.Row="0"
Margin="0,0,0,24"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="Template" />
<ListView
Grid.Row="1"
ItemsSource="{x:Bind ViewModel.templates}"
SelectedItem="{x:Bind ViewModel.SelectedTemplate, Mode=TwoWay}">
<ListView.ItemTemplate>
<DataTemplate x:DataType="data:TemplateData">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<ImageIcon
Grid.Column="0"
Width="24"
Height="24">
<ImageIcon.Source>
<BitmapImage UriSource="{x:Bind GetIconURI()}" />
</ImageIcon.Source>
</ImageIcon>
<TextBlock
Grid.Column="1"
Margin="8,0"
VerticalAlignment="Center"
Text="{x:Bind Info.Name}" />
</Grid>
</DataTemplate>
</ListView.ItemTemplate>
</ListView>
</Grid>
<!-- Project Info -->
<Grid
Grid.Column="1"
Margin="16,0,0,0"
Padding="16"
Background="{ThemeResource CardBackgroundFillColorDefaultBrush}"
CornerRadius="{StaticResource OverlayCornerRadius}">
<Grid.RowDefinitions>
<RowDefinition Height="300" />
<RowDefinition Height="*" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<Grid Grid.Row="0" CornerRadius="4">
<Image VerticalAlignment="Center" Stretch="UniformToFill">
<Image.Source>
<BitmapImage UriSource="{x:Bind ViewModel.SelectedTemplate.Value.GetPreviewURI(), Mode=OneWay}" />
</Image.Source>
</Image>
<Grid
MaxHeight="100"
VerticalAlignment="Bottom"
Background="{ThemeResource ControlOnImageFillColorDefaultBrush}">
<TextBlock
Margin="16"
VerticalAlignment="Bottom"
Foreground="{ThemeResource TextFillColorTertiaryBrush}"
Text="{x:Bind ViewModel.SelectedTemplate.Value.Info.Description, Mode=OneWay}" />
</Grid>
</Grid>
<StackPanel Grid.Row="1" Margin="8,0">
<TextBlock
Margin="0,16,0,8"
Style="{StaticResource TitleTextBlockStyle}"
Text="{x:Bind ViewModel.SelectedTemplate.Value.Info.Name, Mode=OneWay}" />
<TextBlock
Margin="0,8,0,16"
Foreground="{ThemeResource TextFillColorSecondaryBrush}"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="Project Settings" />
<editor:PropertyField Label="Name">
<TextBox Text="{x:Bind ViewModel.ProjectName, Mode=TwoWay}" />
</editor:PropertyField>
<editor:PropertyField Label="Location">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="Auto" />
</Grid.ColumnDefinitions>
<TextBox
Grid.Column="0"
IsReadOnly="True"
Text="{x:Bind ViewModel.ProjectLocation, Mode=TwoWay}" />
<Button
Grid.Column="1"
Margin="4,0,0,0"
VerticalAlignment="Stretch"
Command="{x:Bind ViewModel.SelectionProjectLocationCommand}">
<FontIcon FontSize="16" Glyph="&#xE8DA;" />
</Button>
</Grid>
</editor:PropertyField>
</StackPanel>
<Grid Grid.Row="2">
<Button
Width="150"
HorizontalAlignment="Right"
Command="{x:Bind ViewModel.CreateProjectCommand}"
Content="Create"
Style="{ThemeResource AccentButtonStyle}" />
</Grid>
</Grid>
</Grid>
</Page>

View File

@@ -1,32 +0,0 @@
using Ghost.Editor.ViewModels.Pages.Landing;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Navigation;
namespace Ghost.Editor.View.Pages.Landing;
internal sealed partial class CreateProjectPage : Page
{
public CreateProjectViewModel ViewModel
{
get;
}
public CreateProjectPage()
{
ViewModel = App.GetService<CreateProjectViewModel>();
InitializeComponent();
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
ViewModel.OnNavigatedTo(e.Parameter);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
base.OnNavigatedFrom(e);
ViewModel.OnNavigatedFrom();
}
}

View File

@@ -1,165 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Page
x:Class="Ghost.Editor.View.Pages.Landing.OpenProjectPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:converters="using:Ghost.Editor.Utilities.Converters"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:data="using:Ghost.Data.Models"
xmlns:interactivity="using:Microsoft.Xaml.Interactivity"
xmlns:local="using:Ghost.Editor.View.Pages.Landing"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
NavigationCacheMode="Enabled"
mc:Ignorable="d">
<Page.Resources>
<converters:GetDirectoryNameConverter x:Key="DirNameConverter" />
</Page.Resources>
<Grid x:Name="MainContainer">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Grid Grid.Row="0" Margin="16,4">
<TextBlock
VerticalAlignment="Center"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="Projects" />
<AutoSuggestBox
Width="300"
HorizontalAlignment="Right"
PlaceholderText="Search project by name"
QueryIcon="Find" />
</Grid>
<!-- Header for the ListView -->
<Grid Grid.Row="1" Margin="28,16,45,8">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="200" />
<ColumnDefinition Width="165" />
</Grid.ColumnDefinitions>
<TextBlock
Grid.Column="0"
Style="{StaticResource CaptionTextBlockStyle}"
Text="NAME" />
<TextBlock
Grid.Column="1"
HorizontalAlignment="Right"
Style="{StaticResource CaptionTextBlockStyle}"
Text="LAST OPEN" />
<TextBlock
Grid.Column="2"
HorizontalAlignment="Right"
Style="{StaticResource CaptionTextBlockStyle}"
Text="ENGINE VERSION" />
</Grid>
<!-- Project ListView -->
<Grid
Grid.Row="2"
Padding="8"
AllowDrop="True"
DragEnter="ProjectContainer_DragEnter"
DragLeave="ProjectContainer_DragLeave"
DragOver="ProjectContainer_DragOver"
Drop="ProjectContainer_Drop">
<ListView
Padding="4,8"
Background="{ThemeResource CardBackgroundFillColorDefaultBrush}"
CornerRadius="{StaticResource OverlayCornerRadius}"
IsItemClickEnabled="True"
ItemClick="ListView_ItemClick"
ItemsSource="{x:Bind ViewModel.projects}"
SelectionMode="None">
<ListView.ItemTemplate>
<DataTemplate x:DataType="data:ProjectMetadataInfo">
<Grid Height="64" Padding="4,8">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="200" />
<ColumnDefinition Width="100" />
<ColumnDefinition Width="65" />
</Grid.ColumnDefinitions>
<Grid Grid.Column="0" VerticalAlignment="Center">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<TextBlock
Grid.Row="0"
VerticalAlignment="Center"
FontSize="16"
Style="{StaticResource SubtitleTextBlockStyle}"
Text="{x:Bind Metadata.Name}" />
<TextBlock
Grid.Row="1"
Margin="0,4,0,0"
VerticalAlignment="Center"
Foreground="{ThemeResource TextFillColorSecondaryBrush}"
Style="{StaticResource CaptionTextBlockStyle}"
Text="{x:Bind Path, Converter={StaticResource DirNameConverter}}" />
</Grid>
<TextBlock
Grid.Column="1"
Margin="16,4"
HorizontalAlignment="Right"
VerticalAlignment="Center"
Text="{x:Bind Metadata.LastOpened}" />
<TextBlock
Grid.Column="2"
Margin="16,4"
HorizontalAlignment="Right"
VerticalAlignment="Center"
Text="{x:Bind Metadata.EngineVersion}" />
<Button
Grid.Column="3"
HorizontalAlignment="Right"
Background="Transparent"
BorderThickness="0">
<FontIcon Glyph="&#xE712;" />
</Button>
</Grid>
</DataTemplate>
</ListView.ItemTemplate>
</ListView>
<!-- Drag Visual -->
<Grid
x:Name="DragVisual"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch"
Background="{ThemeResource CardStrokeColorDefaultBrush}"
BorderBrush="{ThemeResource ControlStrongStrokeColorDefaultBrush}"
BorderThickness="2"
CornerRadius="{StaticResource OverlayCornerRadius}"
Visibility="{x:Bind ViewModel.DragVisibility, Mode=OneWay}">
<TextBlock
HorizontalAlignment="Center"
VerticalAlignment="Center"
Foreground="{ThemeResource TextFillColorSecondaryBrush}"
Style="{StaticResource TitleTextBlockStyle}"
Text="Drage Project Folder Here" />
</Grid>
</Grid>
<!-- Empty Place Holder -->
<Grid
x:Name="EmptyPlaceHolder"
Grid.Row="2"
Visibility="{x:Bind ViewModel.EmptyVisibility, Mode=OneWay}">
<TextBlock
HorizontalAlignment="Center"
VerticalAlignment="Center"
Style="{StaticResource TitleTextBlockStyle}"
Text="No projects found" />
</Grid>
</Grid>
</Page>

View File

@@ -1,72 +0,0 @@
using Ghost.Data.Models;
using Ghost.Editor.ViewModels.Pages.Landing;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Navigation;
using Windows.ApplicationModel.DataTransfer;
namespace Ghost.Editor.View.Pages.Landing;
internal sealed partial class OpenProjectPage : Page
{
public OpenProjectViewModel ViewModel
{
get;
}
public OpenProjectPage()
{
ViewModel = App.GetService<OpenProjectViewModel>();
InitializeComponent();
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
ViewModel.OnNavigatedTo(e.Parameter);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
base.OnNavigatedFrom(e);
ViewModel.OnNavigatedFrom();
}
private void ProjectContainer_DragEnter(object sender, DragEventArgs e)
{
ViewModel.DragVisibility = Visibility.Visible;
ViewModel.EmptyVisibility = Visibility.Collapsed;
}
private void ProjectContainer_DragLeave(object sender, DragEventArgs e)
{
ViewModel.DragVisibility = Visibility.Collapsed;
ViewModel.UpdateEmptyPlaceHolderVisibility();
}
private void ProjectContainer_DragOver(object sender, DragEventArgs e)
{
if (e.DataView.Contains(StandardDataFormats.StorageItems))
{
e.AcceptedOperation = DataPackageOperation.Link;
}
else
{
e.AcceptedOperation = DataPackageOperation.None;
}
}
private async void ProjectContainer_Drop(object sender, DragEventArgs e)
{
await ViewModel.ContentDrop(e.DataView);
}
private async void ListView_ItemClick(object sender, ItemClickEventArgs e)
{
if (e.ClickedItem is ProjectMetadataInfo project)
{
await Task.Yield();
await ViewModel.OpenProjectAsync(project);
}
}
}

View File

@@ -1,76 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<winex:WindowEx
x:Class="Ghost.Editor.View.Windows.LandingWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:behaviors="using:CommunityToolkit.WinUI.Behaviors"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:interactivity="using:Microsoft.Xaml.Interactivity"
xmlns:local="using:Ghost.Editor.View.Windows"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:winex="using:WinUIEx"
Activated="WindowEx_Activated"
Closed="WindowEx_Closed"
IsResizable="False"
mc:Ignorable="d">
<Window.SystemBackdrop>
<MicaBackdrop />
</Window.SystemBackdrop>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="32" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Grid Grid.Row="0">
<TextBlock
Margin="24,0,0,0"
VerticalAlignment="Bottom"
Style="{StaticResource BodyTextBlockStyle}"
Text="Ghost Engine" />
</Grid>
<Grid Grid.Row="1" Padding="24,0,24,18">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<SelectorBar
Grid.Row="0"
HorizontalAlignment="Right"
SelectionChanged="SelectorBar_SelectionChanged">
<SelectorBarItem IsSelected="True" Text="Open">
<SelectorBarItem.Icon>
<FontIcon Glyph="&#xE838;" />
</SelectorBarItem.Icon>
</SelectorBarItem>
<SelectorBarItem Text="Create">
<SelectorBarItem.Icon>
<FontIcon Glyph="&#xE8F4;" />
</SelectorBarItem.Icon>
</SelectorBarItem>
</SelectorBar>
<Frame
x:Name="ContentFrame"
Grid.Row="1"
Padding="8"
CacheMode="BitmapCache"
CacheSize="10" />
</Grid>
<Grid Grid.Row="1" Padding="16">
<InfoBar
x:Name="InfoBar"
HorizontalAlignment="Right"
VerticalAlignment="Bottom">
<interactivity:Interaction.Behaviors>
<behaviors:StackedNotificationsBehavior x:Name="NotificationQueue" />
</interactivity:Interaction.Behaviors>
</InfoBar>
</Grid>
</Grid>
</winex:WindowEx>

View File

@@ -1,59 +0,0 @@
using Ghost.Data.Resources;
using Ghost.Editor.Core.Notifications;
using Ghost.Editor.View.Pages.Landing;
using Ghost.Engine.Resources;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Media.Animation;
using WinUIEx;
namespace Ghost.Editor.View.Windows;
internal sealed partial class LandingWindow : WindowEx
{
private readonly NotificationService _notificationService;
private int _previousSelectedIndex;
public LandingWindow()
{
_notificationService = (NotificationService)App.GetService<INotificationService>();
AppWindow.SetIcon(AssetsPath.s_appIconPath);
Title = EngineData.ENGINE_NAME;
InitializeComponent();
this.SetWindowSize(1000, 750);
this.CenterOnScreen();
ExtendsContentIntoTitleBar = true;
}
private void WindowEx_Activated(object sender, Microsoft.UI.Xaml.WindowActivatedEventArgs args)
{
_notificationService.SetReference(InfoBar, NotificationQueue);
}
private void WindowEx_Closed(object sender, Microsoft.UI.Xaml.WindowEventArgs args)
{
_notificationService.ClearReference();
}
private void SelectorBar_SelectionChanged(SelectorBar sender, SelectorBarSelectionChangedEventArgs e)
{
var selectedItem = sender.SelectedItem;
var currentSelectedIndex = sender.Items.IndexOf(selectedItem);
var pageType = currentSelectedIndex switch
{
1 => typeof(CreateProjectPage),
_ => typeof(OpenProjectPage),
};
var slideNavigationTransitionEffect = currentSelectedIndex - _previousSelectedIndex > 0 ?
SlideNavigationTransitionEffect.FromRight : SlideNavigationTransitionEffect.FromLeft;
ContentFrame.Navigate(pageType, null, new SlideNavigationTransitionInfo() { Effect = slideNavigationTransitionEffect });
_previousSelectedIndex = currentSelectedIndex;
}
}

View File

@@ -1,91 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Input;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AppState;
using Ghost.Editor.Core.Contracts;
using Ghost.Editor.Core.Notifications;
using Ghost.Editor.Utilities;
using Ghost.Engine.Resources;
using System.Collections.ObjectModel;
namespace Ghost.Editor.ViewModels.Pages.Landing;
internal partial class CreateProjectViewModel(INotificationService notificationService, ProjectService projectService, AppStateMachine stateService) : ObservableObject, INavigationAware
{
public ObservableCollection<TemplateData> templates = new();
[ObservableProperty]
public partial TemplateData? SelectedTemplate
{
get;
set;
}
[ObservableProperty]
public partial string? ProjectName
{
get;
set;
}
[ObservableProperty]
public partial string? ProjectLocation
{
get;
set;
}
public async void OnNavigatedTo(object? parameter)
{
templates.Clear();
await foreach (var (path, info) in ProjectService.GetProjectTemplatesAsync())
{
templates.Add(new(path, info));
}
SelectedTemplate = templates.FirstOrDefault();
}
public void OnNavigatedFrom()
{
}
[RelayCommand]
private async Task SelectionProjectLocation()
{
var folder = await SystemUtilities.OpenFolderPickerAsync();
if (folder != null)
{
ProjectLocation = folder.Path;
}
}
[RelayCommand]
private async Task CreateProject()
{
if (string.IsNullOrWhiteSpace(ProjectName)
|| !Directory.Exists(ProjectLocation)
|| !SelectedTemplate.HasValue)
{
notificationService.ShowNotification("Incorrect project info", MessageType.Error);
return;
}
var result = await projectService.CreateProjectAsync(ProjectName, ProjectLocation, EngineData.EngineVersion, SelectedTemplate.Value.directory);
if (result.IsFailure)
{
notificationService.ShowNotification(result.Message, MessageType.Error);
return;
}
try
{
await stateService.TransitionToAsync(StateKey.EngineEditor, result.Value);
}
catch (Exception e)
{
notificationService.ShowNotification($"Failed to load project: {e.Message}", MessageType.Error);
}
}
}

View File

@@ -1,106 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Editor.Core.AppState;
using Ghost.Editor.Core.Contracts;
using Ghost.Editor.Core.Notifications;
using Microsoft.UI.Xaml;
using System.Collections.ObjectModel;
using Windows.ApplicationModel.DataTransfer;
using Windows.Storage;
namespace Ghost.Editor.ViewModels.Pages.Landing;
internal partial class OpenProjectViewModel(ProjectService projectService, INotificationService _notificationService, AppStateMachine _stateService) : ObservableObject, INavigationAware
{
public readonly ObservableCollection<ProjectMetadataInfo> projects = new();
[ObservableProperty]
public partial Visibility EmptyVisibility
{
get;
set;
}
[ObservableProperty]
public partial Visibility DragVisibility
{
get;
set;
}
public void UpdateEmptyPlaceHolderVisibility()
{
EmptyVisibility = projects.Count == 0 ? Visibility.Visible : Visibility.Collapsed;
}
public async void OnNavigatedTo(object? parameter)
{
await foreach (var projectInfo in projectService.GetAllProjectAsync())
{
var metadata = await ProjectService.LoadMetadataAsync(projectInfo.MetadataPath);
if (metadata == null)
{
continue;
}
projects.Add(new(projectInfo.MetadataPath, metadata));
}
UpdateEmptyPlaceHolderVisibility();
DragVisibility = Visibility.Collapsed;
}
public void OnNavigatedFrom()
{
projects.Clear();
}
public async Task ContentDrop(DataPackageView dataView)
{
var errorMessage = string.Empty;
if (dataView.Contains(StandardDataFormats.StorageItems))
{
var items = await dataView.GetStorageItemsAsync();
var rootFolder = items.OfType<StorageFolder>().FirstOrDefault();
if (rootFolder != null)
{
var result = await projectService.AddProjectFromDirectoryAsync(rootFolder.Path);
if (result.IsSuccess)
{
projects.Add(result.Value);
goto CloseDropPanel;
}
else
{
errorMessage = result.Message;
}
}
}
else
{
errorMessage = "Unsupported data format. Please drop a folder containing a project.";
}
_notificationService.ShowNotification(errorMessage, MessageType.Error);
CloseDropPanel:
DragVisibility = Visibility.Collapsed;
UpdateEmptyPlaceHolderVisibility();
}
public async Task OpenProjectAsync(ProjectMetadataInfo project)
{
try
{
project.Metadata.LastOpened = DateTime.Now;
await ProjectService.CreateMetadataFileAsync(project.Path, project.Metadata);
await _stateService.TransitionToAsync(StateKey.EngineEditor, project);
}
catch (Exception e)
{
_notificationService.ShowNotification($"Failed to load project: {e.Message}", MessageType.Error);
}
}
}

View File

@@ -1,13 +0,0 @@
using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Data.Models;
using Ghost.Data.Services;
using Ghost.Engine.Resources;
namespace Ghost.Editor.ViewModels.Windows;
internal partial class EngineEditorViewModel : ObservableRecipient
{
public string engineVersionDescriptor = $"{EngineData.ENGINE_NAME} - {EngineData.EngineVersion}";
public ProjectMetadataInfo CurrentProject => ProjectService.CurrentProject;
}

View File

@@ -1,16 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Ghost.Entities\Ghost.Entities.csproj" />
<ProjectReference Include="..\Ghost.Test.Core\Ghost.Test.Core.csproj" />
</ItemGroup>
</Project>

View File

@@ -1,7 +0,0 @@
using Ghost.Entities.Test;
using Ghost.Test.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
AllocationManager.EnableDebugLayer();
TestRunner.Run<SerializationTest>();
AllocationManager.Dispose();

View File

@@ -1,176 +0,0 @@
#if false
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
namespace Ghost.Entities;
public interface ISharedComponent
{
}
internal unsafe sealed class SharedComponentStore : IDisposable
{
private struct EntryInfo
{
public int RefCount;
public int HashCode;
public int Version;
public int NextFree; // free-list linkage (index)
}
private struct TypeStore : IDisposable
{
public int TypeSize;
public UnsafeList<byte> Data; // raw bytes, stride = TypeSize
public UnsafeList<EntryInfo> Infos; // parallel to Data entries (Entry 0 reserved)
public UnsafeHashMap<long, int> HashLookup; // (hashKey) -> entryIndex
public int FreeListHead; // head index, 0 means none (we'll use Infos[0].NextFree too if you prefer)
public int VersionCounter;
public void Dispose()
{
Data.Dispose();
Infos.Dispose();
HashLookup.Dispose();
}
}
private readonly UnsafeHashMap<int, TypeStore> _perType; // componentTypeId -> TypeStore
public SharedComponentStore(int initialCapacity = 16)
{
_perType = new UnsafeHashMap<int, TypeStore>(initialCapacity, Allocator.Persistent);
}
public void Dispose()
{
foreach (var kvp in _perType)
{
kvp.Value.Dispose();
}
_perType.Dispose();
}
public int InsertOrGet(int componentTypeId, int typeSize, void* data, int hashCode)
{
// Reserve index 0 for "default"
if (data == null)
{
return 0;
}
ref var store = ref GetOrCreateTypeStore(componentTypeId, typeSize);
// Combine (typeId, hash) into a single key; collisions handled by memcmp below.
var key = ((long)componentTypeId << 32) ^ (uint)hashCode;
if (store.HashLookup.TryGetValue(key, out var existingIndex))
{
var existingPtr = (byte*)store.Data.GetUnsafePtr() + (existingIndex * store.TypeSize);
if (new Span<byte>(existingPtr, store.TypeSize).SequenceEqual(new Span<byte>(data, store.TypeSize)))
{
((EntryInfo*)store.Infos.GetUnsafePtr())[existingIndex].RefCount++;
return existingIndex;
}
// If collision: fall through to insert (you may want a secondary structure).
}
int index = AllocateEntry(ref store);
var dst = (byte*)store.Data.GetUnsafePtr() + (index * store.TypeSize);
MemoryUtility.MemCpy(dst, data, (nuint)store.TypeSize);
store.Infos[index] = new EntryInfo
{
RefCount = 1,
HashCode = hashCode,
Version = ++store.VersionCounter,
NextFree = -1
};
store.HashLookup[key] = index;
return index;
}
public void AddRef(int componentTypeId, int index)
{
if (index == 0) return;
ref var store = ref _perType[componentTypeId];
store.Infos[index].RefCount++;
}
public void Release(int componentTypeId, int index)
{
if (index == 0) return;
ref var store = ref _perType.GetValueByKey(componentTypeId);
ref var info = ref store.Infos.Ptr[index];
info.RefCount--;
if (info.RefCount > 0) return;
// Remove from hash lookup (best-effort; collisions require more robust handling)
long key = ((long)componentTypeId << 32) ^ (uint)info.HashCode;
store.HashLookup.Remove(key);
// Push to free-list
info.NextFree = store.FreeListHead;
store.FreeListHead = index;
}
public void* GetDataPtr(int componentTypeId, int index)
{
if (index == 0) return null;
ref var store = ref _perType.GetValueByKey(componentTypeId);
return (byte*)store.Data.Ptr + (index * store.TypeSize);
}
private ref TypeStore GetOrCreateTypeStore(int componentTypeId, int typeSize)
{
if (_perType.TryGetValue(componentTypeId, out var existing))
{
// UnsafeHashMap returns by value in some implementations; you may need a different pattern here.
// Adjust to your container API (e.g., TryGetValueRef).
}
var store = new TypeStore
{
TypeSize = typeSize,
Data = new UnsafeList<byte>(typeSize * 16, Allocator.Persistent),
Infos = new UnsafeList<EntryInfo>(16, Allocator.Persistent),
HashLookup = new UnsafeHashMap<long, int>(16, Allocator.Persistent),
FreeListHead = 0,
VersionCounter = 0
};
// Create reserved default entry at index 0
store.Data.Resize(typeSize); // one element worth of bytes
store.Infos.Add(new EntryInfo { RefCount = int.MaxValue, HashCode = 0, Version = 0, NextFree = -1 });
_perType.Add(componentTypeId, store);
// NOTE: returning a ref requires a "get ref" API; adjust to your UnsafeHashMap capabilities.
return ref _perType.GetValueByKey(componentTypeId);
}
private static int AllocateEntry(ref TypeStore store)
{
if (store.FreeListHead != 0)
{
int idx = store.FreeListHead;
store.FreeListHead = store.Infos[idx].NextFree;
store.Infos[idx].NextFree = -1;
return idx;
}
int newIndex = store.Infos.Count;
store.Infos.Add(default);
int newByteCount = (newIndex + 1) * store.TypeSize;
store.Data.Resize(newByteCount);
return newIndex;
}
}
#endif

View File

@@ -1,5 +0,0 @@
namespace Ghost.Graphics.Core;
public class Camera
{
}

View File

@@ -1,145 +0,0 @@
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using System.Drawing;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
namespace Ghost.Graphics.Core;
/// <summary>
/// Represents a color with 4 bytes components.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 4)]
public struct Color32 : IEquatable<Color32>
{
public byte r;
public byte g;
public byte b;
public byte a;
public Color32(byte r, byte g, byte b, byte a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public Color32(Color color)
: this(color.R, color.G, color.B, color.A)
{
}
public Color32(Color128 color128)
: this((byte)(color128.r * 255.0f), (byte)(color128.g * 255.0f), (byte)(color128.b * 255.0f), (byte)(color128.a * 255.0f))
{
}
public readonly bool Equals(Color32 other)
{
return r == other.r && g == other.g && b == other.b && a == other.a;
}
public override readonly bool Equals(object? obj)
{
return obj is Color32 color && Equals(color);
}
public override readonly int GetHashCode()
{
return HashCode.Combine(r, g, b, a);
}
public static bool operator ==(Color32 left, Color32 right)
{
return left.Equals(right);
}
public static bool operator !=(Color32 left, Color32 right)
{
return !(left == right);
}
}
/// <summary>
/// Represents a color with 16 bytes components.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 16)]
public struct Color128 : IEquatable<Color128>
{
public float r;
public float g;
public float b;
public float a;
public Color128(float r, float g, float b, float a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public Color128(Color color)
: this(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f)
{
}
public Color128(Color32 color32)
: this(color32.r / 255.0f, color32.g / 255.0f, color32.b / 255.0f, color32.a / 255.0f)
{
}
public Color128(float4 v)
: this(v.x, v.y, v.z, v.w)
{
}
public readonly bool Equals(Color128 other)
{
return r.Equals(other.r) && g.Equals(other.g) && b.Equals(other.b) && a.Equals(other.a);
}
public override readonly bool Equals(object? obj)
{
return obj is Color128 color && Equals(color);
}
public readonly override int GetHashCode()
{
return HashCode.Combine(r, g, b, a);
}
public static bool operator ==(Color128 left, Color128 right)
{
return left.Equals(right);
}
public static bool operator !=(Color128 left, Color128 right)
{
return !(left == right);
}
}
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public static class Semantic
{
public const DXGI_FORMAT ALIGNED_FORMAT = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT;
public const int COUNT = 5;
public static readonly FixedText32 Position = new("POSITION");
public static readonly FixedText32 Normal = new("NORMAL");
public static readonly FixedText32 Tangent = new("TANGENT");
public static readonly FixedText32 Uv = new("TEXCOORD");
public static readonly FixedText32 Color = new("COLOR");
}
public float4 position;
public float4 normal;
public float4 tangent;
public float4 uv;
public Color128 color;
}

View File

@@ -1,139 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderPasses;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RenderGraphModule;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the renderer interface using RHI abstractions
/// </summary>
internal class D3D12Renderer : IRenderer
{
private readonly D3D12GraphicsEngine _graphicsEngine;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly ICommandBuffer _commandBuffer;
private readonly RenderGraph _renderGraph;
private uint _frameIndex;
private bool _disposed;
// NOTE: Testing only.
private readonly MeshRenderPass _pass;
public IRenderOutput? RenderOutput
{
get; set;
}
// TODO: Add render graph support
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
{
_graphicsEngine = graphicsEngine;
_resourceDatabase = resourceDatabase;
_commandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
_renderGraph = new RenderGraph(_graphicsEngine);
// NOTE: Testing only.
_pass = new();
}
~D3D12Renderer()
{
Dispose();
}
public Result Render(ICommandAllocator commandAllocator)
{
if (RenderOutput is null)
{
return Result.Failure("Render target strategy is not set.");
}
var target = RenderOutput.GetRenderTarget();
if (target.IsInvalid)
{
return Result.Failure("Render target is invalid.");
}
_commandBuffer.Begin(commandAllocator);
RenderOutput.BeginRender(_commandBuffer);
// NOTE: Temporary solution: render directly to the swap chain back buffer if available.
// HACK: This is hard coded for testing purposes only.
var error = RenderScene(target, RenderOutput.Viewport, RenderOutput.Scissor);
if (error != Error.None)
{
_commandBuffer.End();
return Result.Failure(error);
}
RenderOutput.EndRender(_commandBuffer);
var r = _commandBuffer.End();
if (r.IsFailure)
{
return r;
}
_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
RenderOutput.Present();
return Result.Success();
}
// TODO: A proper render graph integration.
private Error RenderScene(Handle<Texture> target, ViewportDesc viewport, RectDesc rect)
{
// NOTE: Testing only.
var ctx = new RenderingContext(_graphicsEngine, _commandBuffer);
if (_frameIndex == 0)
{
_pass.Initialize(ref ctx);
}
//_commandBuffer.BeginRenderPass(rtDesc, depthDesc, false);
_commandBuffer.SetViewport(viewport);
_commandBuffer.SetScissorRect(rect);
_renderGraph.Reset();
var backBuffer = _renderGraph.ImportTexture(target, "Back Buffer");
_pass.Build(_renderGraph, backBuffer);
// Create view state from viewport
var viewState = new ViewState((uint)viewport.Width, (uint)viewport.Height);
// Compile with view state
_renderGraph.Compile(in viewState);
_renderGraph.Execute(_commandBuffer);
//_commandBuffer.EndRenderPass();
_frameIndex++;
return Error.None;
}
public void Dispose()
{
if (_disposed)
{
return;
}
// NOTE: Testing only.
_pass.Cleanup(_resourceDatabase);
_renderGraph.Dispose();
_commandBuffer.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}

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@@ -1,24 +0,0 @@
using System.Runtime.CompilerServices;
using TerraFX.Interop.DirectX;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe static class D3D12PipelineResource
{
private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Color.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
];
public const DXGI_FORMAT SWAP_CHAIN_BACK_BUFFER_FORMAT = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM;
public static D3D12_INPUT_LAYOUT_DESC InputLayoutDescription => new()
{
pInputElementDescs = (D3D12_INPUT_ELEMENT_DESC*)Unsafe.AsPointer(ref s_inputElementDescs[0]),
NumElements = (uint)s_inputElementDescs.Length
};
}

View File

@@ -1,22 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
/// <summary>
/// High-level renderer interface that uses RHI abstractions
/// </summary>
public interface IRenderer : IDisposable
{
IRenderOutput? RenderOutput
{
get; set;
}
/// <summary>
/// Renders a frame
/// </summary>
/// <param name="commandAllocator">Command allocator to use for rendering</param>
/// <returns>Result of the rendering operation</returns>
Result Render(ICommandAllocator commandAllocator);
}

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@@ -1,177 +0,0 @@
using Ghost.Core;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.IO.Hashing;
namespace Ghost.Graphics.RenderGraphModule;
/// <summary>
/// Computes structural hashes of render graphs for compilation caching.
/// Hashes are based on graph topology and resource configurations, not runtime values.
/// </summary>
internal static class RenderGraphHasher
{
/// <summary>
/// Computes a hash of the entire render graph structure.
/// Used for cache invalidation - same hash means same compilation result.
/// </summary>
public static unsafe ulong ComputeGraphHash(List<RenderGraphPassBase> passes, RenderGraphResourceRegistry resources)
{
using var scope = AllocationManager.CreateStackScope();
var bufferPool = new UnsafeList<byte>(2048, scope.AllocationHandle);
var pData = (byte*)bufferPool.GetUnsafePtr();
var offset = 0;
// Hash pass count
*(int*)(pData + offset) = passes.Count;
offset += sizeof(int);
// Hash each pass structure (excluding names)
for (var i = 0; i < passes.Count; i++)
{
var pass = passes[i];
*(RenderPassType*)(pData + offset) = pass.type;
offset += sizeof(RenderPassType);
*(bool*)(pData + offset) = pass.allowCulling;
offset += sizeof(bool);
*(bool*)(pData + offset) = pass.asyncCompute;
offset += sizeof(bool);
// Hash depth attachment
offset = ComputeTextureHash(pData, offset, pass.depthAccess.id, resources);
pData[offset] = (byte)pass.depthAccess.accessFlags;
offset += sizeof(AccessFlags);
*(int*)(pData + offset) = pass.maxColorIndex;
offset += sizeof(int);
for (var j = 0; j <= pass.maxColorIndex; j++)
{
offset = ComputeTextureHash(pData, offset, pass.colorAccess[j].id, resources);
pData[offset] = (byte)pass.colorAccess[j].accessFlags;
offset += sizeof(AccessFlags);
}
for (var j = 0; j < (int)RenderGraphResourceType.Count; j++)
{
var readList = pass.resourceReads[j];
var writeList = pass.resourceWrites[j];
var createList = pass.resourceCreates[j];
*(int*)(pData + offset) = readList.Count;
offset += sizeof(int);
for (var k = 0; k < readList.Count; k++)
{
*(int*)(pData + offset) = readList[k].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = writeList.Count;
offset += sizeof(int);
for (var k = 0; k < writeList.Count; k++)
{
*(int*)(pData + offset) = writeList[k].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = createList.Count;
offset += sizeof(int);
for (var k = 0; k < createList.Count; k++)
{
*(int*)(pData + offset) = createList[k].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = pass.randomAccess.Count;
offset += sizeof(int);
for (var k = 0; k < pass.randomAccess.Count; k++)
{
*(int*)(pData + offset) = pass.randomAccess[k].Value;
offset += sizeof(int);
}
}
*(int*)(pData + offset) = pass.GetRenderFuncHashCode();
offset += sizeof(int);
}
var span = new Span<byte>(pData, offset);
return XxHash64.HashToUInt64(span);
}
/// <summary>
/// Computes a hash of a texture resource's structural properties.
/// For imported textures, hashes the backing handle.
/// For transient textures, hashes the descriptor (respecting size mode).
/// </summary>
private static unsafe int ComputeTextureHash(byte* pData, int offset, Identifier<RGTexture> texture, RenderGraphResourceRegistry resources)
{
if (texture.IsInvalid)
{
return offset;
}
var resource = resources.GetResource(texture.AsResource());
// Hash imported flag
*(pData + offset) = resource.isImported ? (byte)1 : (byte)0;
offset += sizeof(byte);
// For imported textures, hash the backing resource handle
if (resource.isImported)
{
*(int*)(pData + offset) = resource.backingResource.GetHashCode();
offset += sizeof(int);
return offset;
}
var desc = resource.rgTextureDesc;
// Hash format (structural)
*(TextureFormat*)(pData + offset) = desc.format;
offset += sizeof(TextureFormat);
// Hash size mode (structural)
*(RGTextureSizeMode*)(pData + offset) = desc.sizeMode;
offset += sizeof(RGTextureSizeMode);
// Hash size specification based on mode
if (desc.sizeMode == RGTextureSizeMode.Absolute)
{
// Absolute mode: hash actual dimensions
*(uint*)(pData + offset) = desc.width;
offset += sizeof(uint);
*(uint*)(pData + offset) = desc.height;
offset += sizeof(uint);
}
else
{
// Relative mode: hash scale factors (NOT resolved dimensions)
*(float*)(pData + offset) = desc.scaleX;
offset += sizeof(float);
*(float*)(pData + offset) = desc.scaleY;
offset += sizeof(float);
}
// Hash other structural properties
*(TextureDimension*)(pData + offset) = desc.dimension;
offset += sizeof(TextureDimension);
*(uint*)(pData + offset) = desc.mipLevels;
offset += sizeof(uint);
*(TextureUsage*)(pData + offset) = desc.usage;
offset += sizeof(TextureUsage);
*(bool*)(pData + offset) = desc.clearAtFirstUse;
offset += sizeof(bool);
*(bool*)(pData + offset) = desc.discardAtLastUse;
offset += sizeof(bool);
return offset;
}
}

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@@ -1,5 +0,0 @@
namespace Ghost.Graphics.RenderPasses;
internal class SimpleRenderPipeline
{
}

View File

@@ -1,2 +0,0 @@
// See https://aka.ms/new-console-template for more information
Console.WriteLine("Hello, World!");

View File

@@ -1,10 +0,0 @@
namespace Ghost.Test.Core;
public interface ITest
{
public void Setup();
public void Run();
public void Cleanup();
}

View File

@@ -1,94 +0,0 @@
using Ghost.Editor.Core.AssetHandle;
using Ghost.Editor.Core.AssetHandle.Importers;
using System.Text.Json;
namespace Ghost.UnitTest;
[TestClass]
public class AssetMetaTest
{
[TestMethod]
public void TestMetaSerialization()
{
var meta = new AssetMeta
{
Guid = Guid.NewGuid(),
Version = 1,
Tags = new List<string> { "Test", "Asset" }
};
var json = JsonSerializer.Serialize(meta, new JsonSerializerOptions { WriteIndented = true });
Assert.IsNotNull(json);
Assert.Contains("Guid", json);
Assert.Contains("Version", json);
Assert.Contains("Tags", json);
}
[TestMethod]
public void TestMetaDeserialization()
{
var guid = Guid.NewGuid();
var json = $@"{{
""Guid"": ""{guid}"",
""Version"": 1,
""Tags"": [""Test"", ""Asset""]
}}";
var meta = JsonSerializer.Deserialize<AssetMeta>(json);
Assert.IsNotNull(meta);
Assert.AreEqual(guid, meta.Guid);
Assert.AreEqual(1, meta.Version);
Assert.HasCount(2, meta.Tags);
Assert.Contains("Test", meta.Tags);
}
[TestMethod]
public void TestMetaWithSettings()
{
var meta = new AssetMeta
{
Guid = Guid.NewGuid(),
Version = 1
};
// Add importer settings using the new API
var settings = new TextImporterSettings
{
Encoding = "UTF-8",
TrimWhitespace = true
};
meta.SetImporterSettings("TextImporter", settings);
var json = JsonSerializer.Serialize(meta, new JsonSerializerOptions { WriteIndented = true });
var deserialized = JsonSerializer.Deserialize<AssetMeta>(json);
Assert.IsNotNull(deserialized);
Assert.Contains("TextImporter", deserialized.ImporterSettings.Keys);
// Test retrieving the settings
var retrievedSettings = deserialized.GetImporterSettings<TextImporterSettings>("TextImporter");
Assert.IsNotNull(retrievedSettings);
Assert.AreEqual("UTF-8", retrievedSettings.Encoding);
Assert.IsTrue(retrievedSettings.TrimWhitespace);
}
[TestMethod]
public void TestFileHashAndDependenciesNotSerialized()
{
var meta = new AssetMeta
{
Guid = Guid.NewGuid(),
Version = 1
};
var json = JsonSerializer.Serialize(meta, new JsonSerializerOptions { WriteIndented = true });
// FileHash and Dependencies should NOT be in the serialized JSON
Assert.DoesNotContain("FileHash", json);
Assert.DoesNotContain("Dependencies", json);
}
}

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@@ -1,44 +0,0 @@
<Solution>
<Configurations>
<Platform Name="ARM64" />
<Platform Name="x64" />
<Platform Name="x86" />
</Configurations>
<Folder Name="/Editor/">
<Project Path="Ghost.Data/Ghost.Data.csproj" />
<Project Path="Ghost.Editor.Core/Ghost.Editor.Core.csproj" />
<Project Path="Ghost.Editor/Ghost.Editor.csproj">
<Platform Solution="*|ARM64" Project="ARM64" />
<Platform Solution="*|x64" Project="x64" />
<Platform Solution="*|x86" Project="x86" />
<Deploy />
</Project>
</Folder>
<Folder Name="/Library/">
<Project Path="Ghost.FMOD/Ghost.FMOD.csproj" />
<Project Path="Ghost.Zeux.MeshOptimizer/Ghost.Zeux.MeshOptimizer.csproj" />
</Folder>
<Folder Name="/Runtime/">
<Project Path="Ghost.Core/Ghost.Core.csproj" />
<Project Path="Ghost.Engine/Ghost.Engine.csproj" />
<Project Path="Ghost.Entities/Ghost.Entities.csproj" />
<Project Path="Ghost.Generator/Ghost.Generator.csproj" />
<Project Path="Ghost.Graphics/Ghost.Graphics.csproj" />
</Folder>
<Folder Name="/Test/">
<Project Path="Ghost.Entities.Test/Ghost.Entities.Test.csproj" />
<Project Path="Ghost.Graphics.Test/Ghost.Graphics.Test.csproj">
<Platform Solution="*|ARM64" Project="ARM64" />
<Platform Solution="*|x64" Project="x64" />
<Platform Solution="*|x86" Project="x86" />
<Deploy />
</Project>
<Project Path="Ghost.MicroTest/Ghost.MicroTest.csproj" Id="8c8ffa4b-e1e4-46a1-9221-7b508a109edd" />
<Project Path="Ghost.Shader.Test/Ghost.Shader.Test.csproj" />
<Project Path="Ghost.Test.Core/Ghost.Test.Core.csproj" />
<Project Path="Ghost.UnitTest/Ghost.UnitTest.csproj" Id="4da45668-456b-4dcc-acd8-6bfe154e6837">
<Platform Solution="Debug|x64" Project="x64" />
</Project>
</Folder>
<Project Path="Ghost.DSL/Ghost.DSL.csproj" />
</Solution>

1125
doc/meshlet-architecture.md Normal file

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@@ -1,5 +1,5 @@
[*] [*]
max_line_length = 400 max_line_length = 200
[*.cs] [*.cs]
csharp_new_line_before_open_brace = all csharp_new_line_before_open_brace = all

View File

@@ -25,7 +25,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="../Ghost.Core/Ghost.Core.csproj" /> <ProjectReference Include="../../Runtime/Ghost.Core/Ghost.Core.csproj" />
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@@ -44,28 +44,31 @@ internal static class DSLShaderCompiler
}; };
} }
private static uint CalculateCBufferSize(ReadOnlySpan<PropertyDescriptor> properties) private static int LayoutCBufferProperties(Span<PropertyDescriptor> properties)
{ {
if (properties.IsEmpty) if (properties.IsEmpty)
{ {
return 0; return 0;
} }
var currentOffset = 0u; var currentOffset = 0;
foreach (var prop in properties) foreach (ref var prop in properties)
{ {
var size = prop.type.GetSize(); var size = prop.type.GetSize();
if ((currentOffset % 16) + size > 16) if ((currentOffset % 16) + size > 16)
{ {
currentOffset = (currentOffset + 15u) & ~15u; currentOffset = (currentOffset + 15) & ~15;
} }
prop.offset = currentOffset;
prop.size = size;
currentOffset += size; currentOffset += size;
} }
return (currentOffset + 15u) & ~15u; return (currentOffset + 15) & ~15;
} }
// TODO: Implement shader inheritance resolution, including property and pass merging. // TODO: Implement shader inheritance resolution, including property and pass merging.
@@ -98,12 +101,12 @@ internal static class DSLShaderCompiler
descriptor.globalProperties = shaderGlobalProperties ?? Array.Empty<PropertyDescriptor>(); descriptor.globalProperties = shaderGlobalProperties ?? Array.Empty<PropertyDescriptor>();
descriptor.properties = shaderLocalProperties ?? Array.Empty<PropertyDescriptor>(); descriptor.properties = shaderLocalProperties ?? Array.Empty<PropertyDescriptor>();
descriptor.cbufferSize = CalculateCBufferSize(descriptor.properties); descriptor.cbufferSize = LayoutCBufferProperties(descriptor.properties);
if (semantics.passes != null) if (semantics.passes != null)
{ {
descriptor.passes = new PassDescriptor[semantics.passes.Count]; descriptor.passes = new PassDescriptor[semantics.passes.Count];
for (int i = 0; i < semantics.passes.Count; i++) for (var i = 0; i < semantics.passes.Count; i++)
{ {
var pass = semantics.passes[i]; var pass = semantics.passes[i];
var localPipeline = MeragePipeline(pass.localPipeline, PipelineState.Default); var localPipeline = MeragePipeline(pass.localPipeline, PipelineState.Default);
@@ -264,7 +267,7 @@ internal static class DSLShaderCompiler
#ifndef {fileDefine} #ifndef {fileDefine}
#define {fileDefine} #define {fileDefine}
#include ""F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Common.hlsl"""); #include ""F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl""");
sb.Append(@" sb.Append(@"
struct PerMaterialData struct PerMaterialData
@@ -303,7 +306,7 @@ struct PerMaterialData
#ifndef GLOBALDATA_G_HLSL #ifndef GLOBALDATA_G_HLSL
#define GLOBALDATA_G_HLSL #define GLOBALDATA_G_HLSL
#include ""F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Common.hlsl"" #include ""F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl""
struct GlobalData struct GlobalData
{"); {");

View File

@@ -205,7 +205,7 @@ public class ShaderVisitor : GhostShaderParserBaseVisitor<object>
// Get the text between the braces // Get the text between the braces
var start = context.LBRACE().Symbol.StopIndex + 1; var start = context.LBRACE().Symbol.StopIndex + 1;
var stop = context.RBRACE().Symbol.StartIndex - 1; var stop = context.RBRACE().Symbol.StartIndex - 1;
if (stop >= start) if (stop >= start)
{ {
var input = context.Start.InputStream; var input = context.Start.InputStream;

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