Fixed possession caching
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9e0911359b
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58532dda73
@ -67,6 +67,7 @@ namespace Passer {
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//pawnPossessionsUI.gameObject.SetActive(false);
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Canvas canvas = GetComponentInParent<Canvas>();
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if (canvas != null)
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canvas.gameObject.SetActive(false);
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}
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}
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@ -32,14 +32,50 @@ namespace Passer {
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public Possessable scenePossession;
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}
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[System.Serializable]
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public class CachedPossession {
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#region Locals
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protected class CachedPossessionBundle {
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public string siteLocation;
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public AssetBundle assetBundle;
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public static CachedPossessionBundle Find(string possessionLocation) {
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foreach (CachedPossessionBundle bundle in bundleCache) {
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if (bundle.siteLocation == possessionLocation && bundle.assetBundle != null)
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return bundle;
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}
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return null;
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}
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}
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[System.Serializable]
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protected class CachedPossession {
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public CachedPossessionBundle possessionBundle;
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public string assetPath;
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public GameObject possession;
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public static void Update(CachedPossessionBundle cachedBundle, string possessablePath, GameObject prefab) {
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CachedPossession foundPossession = cache.Find(entry =>
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entry.assetPath == possessablePath
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);
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if (foundPossession == null) {
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CachedPossession cachedPossession = new CachedPossession() {
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possessionBundle = cachedBundle,
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assetPath = possessablePath,
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possession = prefab,
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};
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cache.Add(cachedPossession);
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}
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else {
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foundPossession.possession = prefab;
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}
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}
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}
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protected static List<CachedPossessionBundle> bundleCache = new List<CachedPossessionBundle>();
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protected static List<CachedPossession> cache = new List<CachedPossession>();
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#endregion
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public class Possessions {
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public List<Possession> list = new List<Possession>();
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}
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@ -103,7 +139,7 @@ namespace Passer {
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Possessable possessableAvatar = humanoid.avatarRig.GetComponent<Possessable>();
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if (possessableAvatar != null)
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AddPossessions(new Possessable[] {possessableAvatar}, true);
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AddPossessions(new Possessable[] { possessableAvatar }, true);
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}
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#endregion
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@ -153,6 +189,8 @@ namespace Passer {
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}
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private static Possessable PreservePossession(Possessable possession) {
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// Keep the possession as an disabled object for later reference
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// Note: this does not work for networked setups!!!
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GameObject preservedPossession = Instantiate(possession.gameObject);
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preservedPossession.SetActive(false);
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Object.DontDestroyOnLoad(preservedPossession);
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@ -185,6 +223,24 @@ namespace Passer {
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possessions.Add(newPossession);
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CachedPossessionBundle possessionBundle = CachedPossessionBundle.Find(possessable.siteLocation);
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CachedPossession cachedPossession = new CachedPossession() {
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assetPath = possessable.assetPath,
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possessionBundle = possessionBundle,
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possession = possessable.gameObject,
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};
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cache.Add(cachedPossession);
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//Debug.Log("Possession cache: ");
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//foreach (CachedPossession poss in cache)
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// Debug.Log(" * " + poss.assetPath + " || " + poss.possessionBundle + " || " + poss.possession);
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//Debug.Log("cache: ");
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//foreach (CachedPossessionBundle pos in bundleCache) {
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// Debug.Log(" - " + pos.siteLocation + " || " + pos.assetBundle);
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//}
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return newPossession;
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}
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@ -200,124 +256,61 @@ namespace Passer {
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Debug.Log("deleted");
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}
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//private void RetrievePossession(Possession possession) {
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// StartCoroutine(RetrievePossessionAsync(possession));
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//}
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private static IEnumerator RetrievePossessionAsync(Possession possession) {
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#if UNITY_ANDROID
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string url = "https://" + possession.siteLocation + ".android.site";
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#elif UNITY_WEBGL
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string url = "https://" + possession.siteLocation + ".webgl.site";
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#else
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string url = "https://" + possession.siteLocation + ".windows.site";
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#endif
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Debug.Log("Loading possession: " + url);
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UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(url);
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yield return request.SendWebRequest();
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AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(request);
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if (assetBundle == null) {
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Debug.LogError("Could not load " + url);
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yield break;
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}
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GameObject prefab = assetBundle.LoadAsset<GameObject>(possession.assetPath);
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if (prefab != null)
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Object.Instantiate(prefab);
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}
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private static AssetBundle lastAssetBundle;
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public static IEnumerator RetrievePossessionAsync(Possession possession, System.Action<GameObject> callback) {
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//Debug.Log("Possession cache: ");
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//foreach (CachedPossession poss in cache)
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// Debug.Log(" * " + poss.assetPath + " || " + poss.possessionBundle + " || " + poss.possession);
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//Debug.Log("cache: ");
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//foreach (CachedPossessionBundle pos in bundleCache) {
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// Debug.Log(" - " + pos.siteLocation + " || " + pos.assetBundle);
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//}
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if (possession.siteLocation == "") {
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Debug.Log("Get scene possession");
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GameObject prefab = possession.scenePossession.gameObject;
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prefab.SetActive(true);
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callback(prefab);
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prefab.SetActive(false);
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yield return null;
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} else
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}
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else
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yield return RetrievePossessableAsync(possession.siteLocation, possession.assetPath, callback);
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/*
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GameObject prefab;
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if (possession.siteLocation == "") {
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prefab = possession.scenePossession.gameObject;
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prefab.SetActive(true);
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callback(prefab);
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prefab.SetActive(false);
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}
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else {
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CachedPossession foundPossession = cache.Find(entry => entry.siteLocation == possession.siteLocation);
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if (foundPossession == null) {
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#if UNITY_ANDROID
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string url = "https://" + possession.siteLocation + ".android.site";
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#elif UNITY_WEBGL
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string url = "https://" + possession.siteLocation + ".webgl.site";
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#else
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string url = "https://" + possession.siteLocation + ".windows.site";
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#endif
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Debug.Log("Loading possession: " + url);
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UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(url);
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yield return request.SendWebRequest();
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AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(request);
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if (assetBundle == null) {
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Debug.LogError("Could not load " + url);
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yield break;
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}
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lastAssetBundle = assetBundle;
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Debug.Log("Load: " + possession.assetPath);
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prefab = assetBundle.LoadAsset<GameObject>(possession.assetPath);
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if (prefab == null) {
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Debug.LogError("Could not load " + possession.assetPath);
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yield break;
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}
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CachedPossession cachedPossession = new CachedPossession() {
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siteLocation = possession.siteLocation,
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assetBundle = assetBundle,
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};
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cache.Add(cachedPossession);
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}
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else {
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Debug.Log("Load from cache: " + possession.assetPath);
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prefab = foundPossession.assetBundle.LoadAsset<GameObject>(possession.assetPath);
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if (prefab == null) {
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Debug.LogError("Could not load " + possession.assetPath);
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yield break;
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}
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}
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callback(prefab);
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}
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*/
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}
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public static IEnumerator RetrievePossessableAsync(string possessableLocation, string possessablePath, System.Action<GameObject> callback) {
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GameObject prefab;
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if (possessableLocation == "") {
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CachedPossession foundPossession = cache.Find(entry => entry.siteLocation == possessableLocation);
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CachedPossession foundPossession = cache.Find(entry => entry.assetPath == possessablePath);
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if (foundPossession == null) {
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Debug.Log("Cannot retrieve Possessable: location is not set");
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callback(null);
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} else {
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}
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else {
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Debug.Log("Load from cache: " + possessablePath);
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prefab = LoadPossessableFromAssetBundle(foundPossession.assetBundle, possessablePath);
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prefab = foundPossession.possession;
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if (prefab == null) {
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Debug.LogError("Could not load " + possessablePath);
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callback(null);
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} else
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}
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else
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callback(prefab);
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}
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}
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else {
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CachedPossession foundPossession = cache.Find(entry => entry.siteLocation == possessableLocation);
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if (foundPossession == null) {
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CachedPossession foundPossession = cache.Find(entry => entry.assetPath == possessablePath);
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if (foundPossession != null && foundPossession.possession != null) {
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//Debug.Log("Load from cache: " + foundPossession.possession);
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prefab = foundPossession.possession;
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callback(prefab);
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yield return null;
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}
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CachedPossessionBundle foundPossessionBundle = bundleCache.Find(entry => entry.siteLocation == possessableLocation);
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if (foundPossessionBundle == null) {
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#if UNITY_ANDROID
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string url = "https://" + possessableLocation + ".android.site";
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#elif UNITY_WEBGL
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@ -325,7 +318,7 @@ namespace Passer {
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#else
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string url = "https://" + possessableLocation + ".windows.site";
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#endif
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Debug.Log("Loading possession: " + url);
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//Debug.Log("Loading possession: " + url);
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UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(url);
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yield return request.SendWebRequest();
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@ -336,26 +329,30 @@ namespace Passer {
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yield break;
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}
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Debug.Log("Load: " + possessablePath);
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//Debug.Log("Load: " + possessablePath);
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prefab = LoadPossessableFromAssetBundle(assetBundle, possessablePath);
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if (prefab == null) {
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Debug.LogError("Could not load " + possessablePath);
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yield break;
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}
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CachedPossession cachedPossession = new CachedPossession() {
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CachedPossessionBundle cachedBundle = new CachedPossessionBundle() {
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siteLocation = possessableLocation,
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assetBundle = assetBundle,
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};
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cache.Add(cachedPossession);
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bundleCache.Add(cachedBundle);
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CachedPossession.Update(cachedBundle, possessablePath, prefab);
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}
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else {
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Debug.Log("Load from cache: " + possessablePath);
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prefab = LoadPossessableFromAssetBundle(foundPossession.assetBundle, possessablePath);
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Debug.Log("Load: " + possessablePath);
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prefab = LoadPossessableFromAssetBundle(foundPossessionBundle.assetBundle, possessablePath);
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if (prefab == null) {
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Debug.LogError("Could not load " + possessablePath);
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yield break;
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}
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CachedPossession.Update(foundPossessionBundle, possessablePath, prefab);
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}
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callback(prefab);
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}
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@ -3,5 +3,5 @@ guid: f249fe40e650a8c4a90aee2b885b941f
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName: humanoidvisitor vr_possessions
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assetBundleName: humanoidvisitor desktop_possessions
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assetBundleVariant:
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