resource: updated doc
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@@ -7,6 +7,9 @@
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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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<!--
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@endcond TURN_OFF_DOXYGEN
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-->
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@@ -21,21 +24,14 @@ 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. Instead, it offers a minimal and perhaps trivial cache that can be useful
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most of the time during prototyping and sometimes even in a production
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environments.<br/>
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For those interested in the subject, the plan is to improve it considerably over
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time in terms of performance, memory usage and functionalities. Hoping to make
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it, of course, one step at a time.
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cases.<br/>
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Instead, the library offers a minimal, general purpose resource cache that might
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be useful in many cases.
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# The resource, the loader and the cache
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There are three main actors in the model: the resource, the loader and the
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cache.
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The _resource_ is whatever users want it to be. An image, a video, an audio,
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whatever. There are no limits.<br/>
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As a minimal example:
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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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@@ -45,17 +41,22 @@ 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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entt::resource_handle<my_resource> operator()(int value) const {
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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::shared_ptr<my_resource>(new my_resource{ value });
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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 argument and should return a resource
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handle to the expected type (`my_resource` in the example).<br/>
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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 loader:
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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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@@ -65,149 +66,127 @@ using my_cache = entt::resource_cache<my_resource, my_loader>;
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my_cache cache{};
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```
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The idea is to create different caches for different types of resources and to
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manage each one independently in the most appropriate way.<br/>
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The cache is meant to be used to create different caches for different types of
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resources 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 and then
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discarded when users leave it.
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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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A cache offers a set of basic functionalities to query its internal state and to
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_organize_ 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_ identified by 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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handle mostly maps the interface of its standard counterpart and only adds a few
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things to it.<br/>
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However, the handle in `EnTT` is designed as a standalone class template named
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`resource`. It boils down to the fact that specializing a class in the standard
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is often undefined behavior while having the ability to specialize the handle
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for one, more or all resource types could help over time.
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## Loaders
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A loader is a class that is responsible for _loading_ the resources.<br/>
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By default, it's just a callable object which 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, it 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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// gets the number of resources managed by a cache
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const auto size = cache.size();
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struct my_loader {
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using result_type = std::shared_ptr<my_resource>;
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// checks if a cache contains at least a valid resource
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const auto empty = cache.empty();
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struct from_disk_tag{};
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struct from_network_tag{};
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// clears a cache and discards its content
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cache.clear();
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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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Besides these member functions, a cache contains what is needed to load, use and
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discard resources of the given type.<br/>
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Before exploring this part of the interface, it makes sense to mention how
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resources are identified. They have type `id_type` and therefore they can be
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created explicitly as in the following example:
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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, store them aside and returns handles as needed:
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```cpp
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constexpr auto identifier = "my/resource/identifier"_hs;
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// this is equivalent to the following
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constexpr entt::id_type hs = entt::hashed_string{"my/resource/identifier"};
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entt::resource_cache<my_resource, my_loader> cache{};
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```
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The class `hashed_string` is described in a dedicated section, so I won't go in
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details here.
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Resources are loaded and thus stored in a cache through the `load` member
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function. It accepts the resource identifier and the parameters to use to create
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it:
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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 functionality a user would expect from a
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map, such as `empty` or `size` and so on. Similarly, it's an iterable type that
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also supports indexing by resource id:
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```cpp
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// uses the identifier declared above
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cache.load(identifier, 0);
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for(entt::resource<my_resource> curr: cache) {
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// ...
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}
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// uses a hashed string directly
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cache.load("another/identifier"_hs, 42);
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```
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The function returns a resource handle, whether it already exists or is loaded.
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In case the loader returns an invalid pointer, the handle is invalid as well and
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therefore it can be easily used with an `if` statement:
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```cpp
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if(entt::resource_handle handle = cache.load("another/identifier"_hs, 42); handle) {
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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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Before trying to load a resource, the `contains` member function can be used to
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know if a cache already contains a specific resource:
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Please, refer to the inline documentation for all the details about the other
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functions (for example `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 exists = cache.contains("my/identifier"_hs);
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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;
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```
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There exists also a member function to use to force a reload of an already
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existing resource if needed:
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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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```cpp
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auto handle = cache.reload("another/identifier"_hs, 42);
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```
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As above, the function returns a resource handle that is invalid in case of
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errors. The `reload` member function is a kind of alias of the following
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snippet:
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```cpp
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cache.discard(identifier);
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cache.load(identifier, 42);
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```
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Where the `discard` member function is used to get rid of a resource if loaded.
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In case the cache doesn't contain a resource for the given identifier, `discard`
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does nothing and returns immediately.
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So far, so good. Resources are finally loaded and stored within the cache.<br/>
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They are returned to users in the form of handles. To get one of them later on:
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```cpp
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auto handle = cache.handle("my/identifier"_hs);
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```
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The idea behind a handle is the same of the flyweight pattern. In other terms,
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resources aren't copied around. Instead, instances are shared between handles.
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Users of a resource own a handle that guarantees that a resource isn't destroyed
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until all the handles are destroyed, even if the resource itself is removed from
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the cache.<br/>
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Handles are tiny objects both movable and copyable. They return the contained
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resource as a (possibly const) reference on request:
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* By means of the `get` member function:
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```cpp
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auto &resource = handle.get();
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```
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* Using the proper cast operator:
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```cpp
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auto &resource = handle;
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```
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* Through the dereference operator:
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```cpp
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auto &resource = *handle;
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```
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The resource can also be accessed directly using the arrow operator if required:
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```cpp
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auto value = handle->value;
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```
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To test if a handle is still valid, the cast operator to `bool` allows users to
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use it in a guard:
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```cpp
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if(handle) {
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// ...
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}
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```
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Finally, in case there is the need to load a resource and thus to get a handle
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without storing the resource itself in the cache, users can rely on the `temp`
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member function template.<br/>
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The declaration is similar to that of `load`, a (possibly invalid) handle for
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the resource is returned also in this case:
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```cpp
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if(auto handle = cache.temp(42); handle) {
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// ...
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}
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```
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Do not forget to test the handle for validity. Otherwise, getting a reference to
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the resource it points may result in undefined behavior.
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Moreover, it's worth mentioning that both the iterators of a cache and its
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indexing operators return resource handles rather than instances of the mapped
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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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