This topic is now archived and is closed to further replies.

loading files (FileManager)

This topic is 5019 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have been thinking about a FileManager class that will controll the loading of everything in my engine.. and I want it to load the files in a separate thread. And it should be using some kind of codecs to be able to load different filetypes this way I can support new filetypes just to write a new codec.. altough I can''t figure out how the codec thing should work and how the thread-controll thing.. becouse if I tell the FileManager to load in a thread the main-thread will proceed and try to use an object that hasn''t been loaded yet.. and then I don''t know how the codec should pass around the loaded file.. this is how I would like it to work:

// First example is loading on demand, non-threaded.

// Loading of the file

cImageData *Image = cFileManager::Create()->LoadFile( "image.tga" );

// or to load a mesh

cMeshData *Mesh = cFileManager::Create()->LoadFile("Mesh.Obj");
but I don''t know how to do it when the fileManager is threaded... becouse I can''t return a pointer to a mesh/image if it hasn''t been loaded!? I thought I could use a FileHandle thing like this

enum FileStatus { FS_OK, FS_NOT_LOADED, FS_FAILED };

struct sFileHandle {

 char *FileName;

 int iStatus; // the status so the user can check if it is loaded ok.

 int iSize; // size of the data.

 void *Data; // a pointer to the memory where the data is ( could point to some error struct with an error message if it failed loading. )


cImageData *Image = NULL;
cMeshData  *Mesh  = NULL;
// to queue a file

sFileHandle *ImageHandle = cFileManager::Create()->QueueFile( "image.tga" );

sFileHandle *MeshHandle = cFileManager::Create()->QueueFile( "mesh.obj" );

// Then to load them when the engine is ready


do {
 // some kind of wait loop or something

 // update a progress indicator...


// So here all files has been loaded... now I can convert them

if( ImageHandle->iStatus == FS_OK )
 Image = (cImageData*)ImageHandle->Data;
so.. anyone got some other better idea for me?

Share this post

Link to post
Share on other sites
You could have the filemanger return a ResourceID. This id is known the moment you try to load the file. Then when you want the resource call FileManager->GetResourceByID(myMeshId).
If the resource isn''t loaded yet, it should return a null-pointer, else it''ll return the valid resource.

Of course you''ll always have to check for the nullpointer.

Share this post

Link to post
Share on other sites