using NewHorizons.Utility.OWML; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Events; using UnityEngine.Networking; using UnityEngine.SceneManagement; namespace NewHorizons.Utility.Files; /// /// Modified from https://stackoverflow.com/a/69141085/9643841 /// Having more than one SlideReelAsyncImageLoader running at the same time is LAGGY. While loading the image data from the disk is async, nothing else is! /// It will load the images async and then do tens to hundreds of callbacks to imageLoadedEvent all running at around the same time and lagging out the game /// This is why we do it sequentially using SingletonAsyncImageLoader /// public class SlideReelAsyncImageLoader { public List<(int index, string path)> PathsToLoad { get; private set; } = new(); public class ImageLoadedEvent : UnityEvent { } public ImageLoadedEvent imageLoadedEvent = new(); public bool FinishedLoading { get; private set; } private int _loadedCount = 0; // TODO: set up an optional “StartLoading” and “StartUnloading” condition on AsyncTextureLoader, // and make use of that for at least for projector stuff (require player to be in the same sector as the slides // for them to start loading, and unload when the player leaves) // also remember this for ship logs!!! lol private bool _started; private bool _clamp; public void Start(bool clamp) { if (_started) return; _clamp = clamp; _started = true; if (SingletonSlideReelAsyncImageLoader.Instance == null) { Main.Instance.gameObject.AddComponent(); } NHLogger.LogVerbose("Loading new slide reel"); imageLoadedEvent.AddListener(OnImageLoaded); SingletonSlideReelAsyncImageLoader.Instance.Load(this); } private void OnImageLoaded(Texture texture, int index, string originalPath) { _loadedCount++; if (_loadedCount >= PathsToLoad.Count) { NHLogger.LogVerbose($"Finished loading all textures for a slide reel (one was {PathsToLoad.FirstOrDefault()}"); FinishedLoading = true; } } private IEnumerator DownloadTextures() { foreach (var (index, path) in PathsToLoad) { NHLogger.LogVerbose($"Loaded slide reel {index} of {PathsToLoad.Count}"); yield return DownloadTexture(path, index); } } private IEnumerator DownloadTexture(string url, int index) { var key = ImageUtilities.GetKey(url); if (ImageUtilities.CheckCachedTexture(key, out var existingTexture)) { NHLogger.LogVerbose($"Already loaded image {index}:{url} with key {key}"); imageLoadedEvent?.Invoke((Texture2D)existingTexture, index, url); yield break; } using UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(url); yield return uwr.SendWebRequest(); var hasError = uwr.error != null && uwr.error != ""; if (hasError) { NHLogger.LogError($"Failed to load {index}:{url} - {uwr.error}"); } else { var texture = DownloadHandlerTexture.GetContent(uwr); texture.name = key; if (_clamp) { texture.wrapMode = TextureWrapMode.Clamp; } if (ImageUtilities.CheckCachedTexture(key, out existingTexture)) { // the image could be loaded by something else by the time we're done doing async stuff NHLogger.LogVerbose($"Already loaded image {index}:{url}"); GameObject.Destroy(texture); texture = (Texture2D)existingTexture; } else { ImageUtilities.TrackCachedTexture(key, texture); } var time = DateTime.Now; imageLoadedEvent?.Invoke(texture, index, url); NHLogger.LogVerbose($"Slide reel event took: {(DateTime.Now - time).TotalMilliseconds}ms"); } } private class SingletonSlideReelAsyncImageLoader : MonoBehaviour { public static SingletonSlideReelAsyncImageLoader Instance { get; private set; } public void Awake() { Instance = this; SceneManager.sceneUnloaded += OnSceneUnloaded; } private void OnSceneUnloaded(Scene _) { StopAllCoroutines(); } public void Load(SlideReelAsyncImageLoader loader) { Delay.FireOnNextUpdate(() => { StartCoroutine(loader.DownloadTextures()); }); } } }