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external/entt/entt/docs/md/resource.md
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# Crash Course: resource management
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<!--
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@cond TURN_OFF_DOXYGEN
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-->
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# Table of Contents
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* [Introduction](#introduction)
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* [The resource, the loader and the cache](#the-resource-the-loader-and-the-cache)
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* [Resource handle](#resource-handle)
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* [Loaders](#loader)
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* [The cache class](#the-cache)
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@endcond TURN_OFF_DOXYGEN
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-->
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# Introduction
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Resource management is usually one of the most critical parts of a game.
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Solutions are often tuned to the particular application. There exist several
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approaches and all of them are perfectly fine as long as they fit the
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requirements of the piece of software in which they are used.<br/>
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Examples are loading everything on start, loading on request, predictive
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loading, and so on.
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`EnTT` doesn't pretend to offer a _one-fits-all_ solution for the different
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cases.<br/>
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Instead, the library comes with a minimal, general purpose resource cache that
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might be useful in many cases.
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# The resource, the loader and the cache
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Resource, loader and cache are the three main actors for the purpose.<br/>
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The _resource_ is an image, an audio, a video or any other type:
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```cpp
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struct my_resource { const int value; };
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```
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The _loader_ is a callable type the aim of which is to load a specific resource:
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```cpp
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struct my_loader final {
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using result_type = std::shared_ptr<my_resource>;
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result_type operator()(int value) const {
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// ...
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return std::make_shared<my_resource>(value);
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}
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};
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```
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Its function operator can accept any arguments and should return a value of the
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declared result type (`std::shared_ptr<my_resource>` in the example).<br/>
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A loader can also overload its function call operator to make it possible to
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construct the same or another resource from different lists of arguments.
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Finally, a cache is a specialization of a class template tailored to a specific
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resource and (optionally) a loader:
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```cpp
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using my_cache = entt::resource_cache<my_resource, my_loader>;
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// ...
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my_cache cache{};
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```
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The class is designed to create different caches for different resource types
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and to manage each one independently in the most appropriate way.<br/>
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As a (very) trivial example, audio tracks can survive in most of the scenes of
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an application while meshes can be associated with a single scene only, then
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discarded when a player leaves it.
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## Resource handle
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Resources aren't returned directly to the caller. Instead, they are wrapped in a
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_resource handle_, an instance of the `entt::resource` class template.<br/>
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For those who know the _flyweight design pattern_ already, that's exactly what
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it is. To all others, this is the time to brush up on some notions instead.
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A shared pointer could have been used as a resource handle. In fact, the default
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implementation mostly maps the interface of its standard counterpart and only
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adds a few things on top of it.<br/>
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However, the handle in `EnTT` is designed as a standalone class template. This
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is due to the fact that specializing a class in the standard library is often
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undefined behavior while having the ability to specialize the handle for one,
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more or all resource types could help over time.
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## Loaders
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A loader is responsible for _loading_ resources (quite obviously).<br/>
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By default, it's just a callable object that forwards its arguments to the
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resource itself. That is, a _passthrough type_. All the work is demanded to the
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constructor(s) of the resource itself.<br/>
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Loaders also are fully customizable as expected.
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A custom loader is a class with at least one function call operator and a member
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type named `result_type`.<br/>
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The loader isn't required to return a resource handle. As long as `return_type`
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is suitable for constructing a handle, that's fine.
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When using the default handle, it expects a resource type which is convertible
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to or suitable for constructing an `std::shared_ptr<Type>` (where `Type` is the
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actual resource type).<br/>
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In other terms, the loader should return shared pointers to the given resource
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type. However, this isn't mandatory. Users can easily get around this constraint
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by specializing both the handle and the loader.
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A cache forwards all its arguments to the loader if required. This means that
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loaders can also support tag dispatching to offer different loading policies:
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```cpp
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struct my_loader {
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using result_type = std::shared_ptr<my_resource>;
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struct from_disk_tag{};
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struct from_network_tag{};
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template<typename Args>
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result_type operator()(from_disk_tag, Args&&... args) {
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// ...
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return std::make_shared<my_resource>(std::forward<Args>(args)...);
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}
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template<typename Args>
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result_type operator()(from_network_tag, Args&&... args) {
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// ...
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return std::make_shared<my_resource>(std::forward<Args>(args)...);
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}
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}
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```
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This makes the whole loading logic quite flexible and easy to extend over time.
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## The cache class
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The cache is the class that is asked to _connect the dots_.<br/>
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It loads the resources, stores them aside and returns handles as needed:
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```cpp
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entt::resource_cache<my_resource, my_loader> cache{};
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```
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Under the hood, a cache is nothing more than a map where the key value has type
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`entt::id_type` while the mapped value is whatever type its loader returns.<br/>
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For this reason, it offers most of the functionalities a user would expect from
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a map, such as `empty` or `size` and so on. Similarly, it's an iterable type
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that also supports indexing by resource id:
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```cpp
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for(auto [id, res]: cache) {
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// ...
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}
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if(entt::resource<my_resource> res = cache["resource/id"_hs]; res) {
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// ...
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}
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```
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Please, refer to the inline documentation for all the details about the other
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functions (such as `contains` or `erase`).
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Set aside the part of the API that this class _shares_ with a map, it also adds
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something on top of it in order to address the most common requirements of a
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resource cache.<br/>
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In particular, it doesn't have an `emplace` member function which is replaced by
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`load` and `force_load` instead (where the former loads a new resource only if
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not present while the second triggers a forced loading in any case):
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```cpp
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auto ret = cache.load("resource/id"_hs);
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// true only if the resource was not already present
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const bool loaded = ret.second;
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// takes the resource handle pointed to by the returned iterator
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entt::resource<my_resource> res = ret.first->second;
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```
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Note that the hashed string is used for convenience in the example above.<br/>
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Resource identifiers are nothing more than integral values. Therefore, plain
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numbers as well as non-class enum value are accepted.
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It's worth mentioning that the iterators of a cache as well as its indexing
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operators return resource handles rather than instances of the mapped type.<br/>
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Since the cache has no control over the loader and a resource isn't required to
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also be convertible to bool, these handles can be invalid. This usually means an
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error in the user logic but it may also be an _expected_ event.<br/>
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It's therefore recommended to verify handles validity with a check in debug (for
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example, when loading) or an appropriate logic in retail.
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