Esempio n. 1
0
        IEnumerator Fetch()
        {
            bool shouldRetry = true;
            int  retryCount  = 0;

            string url = API_URL_ASSETS + assetContractAddress;

            do
            {
                if (OpenSeaRequestController.VERBOSE)
                {
                    Debug.Log($"RequestGroup: Request to OpenSea {url}");
                }

                // NOTE(Santi): In this case, as this code is implementing a very specific retries system (including delays), we use our
                //              custom WebRequest system without retries (requestAttemps = 1) and let the current code to apply the retries.
                WebRequestAsyncOperation requestOp = WebRequestController.i.Get(url: url, requestAttemps: 1, disposeOnCompleted: false);
                yield return(requestOp);

                AssetsResponse response = null;
                if (requestOp.isSucceded)
                {
                    response = Utils.FromJsonWithNulls <AssetsResponse>(requestOp.webRequest.downloadHandler.text);
                }

                if (OpenSeaRequestController.VERBOSE)
                {
                    Debug.Log($"RequestGroup: Request resolving {response != null} {requestOp.webRequest.error} {url}");
                }

                if (response != null)
                {
                    shouldRetry = false;
                    OnSuccess?.Invoke(response);
                    requestOp.Dispose();
                }
                else
                {
                    shouldRetry = retryCount < REQUEST_RETRIES;
                    if (!shouldRetry)
                    {
                        OnError?.Invoke("Error " + requestOp.webRequest.downloadHandler.text);
                        requestOp.Dispose();
                    }
                    else
                    {
                        retryCount++;

                        if (OpenSeaRequestController.VERBOSE)
                        {
                            Debug.Log($"RequestGroup: Request retrying {url}");
                        }

                        yield return(new WaitForSeconds(GetRetryDelay()));

                        requestOp.Dispose();
                    }
                }
            } while (shouldRetry);
        }
    private void Hide()
    {
        content.SetActive(false);

        if (fetchParcelImageOp != null)
        {
            fetchParcelImageOp.Dispose();
        }

        if (downloadedBanner != null)
        {
            UnityEngine.Object.Destroy(downloadedBanner);
            downloadedBanner = null;
        }
    }
    private IEnumerator UniGifProcessorLoad(string url, Action<GifFrameData[]> OnSuccess, Action OnFail)
    {
        webRequestOp = DCL.Environment.i.platform.webRequest.Get(url: url, disposeOnCompleted: false);

        yield return webRequestOp;

        if (webRequestOp.isSucceded)
        {
            var bytes = webRequestOp.webRequest.downloadHandler.data;
            yield return UniGif.GetTextureListCoroutine(bytes,
                (frames, loopCount, width, height) =>
                {
                    if (frames != null)
                    {
                        OnSuccess?.Invoke(frames);
                    }
                    else
                    {
                        OnFail?.Invoke();
                    }
                });
        }
        else
        {
            OnFail?.Invoke();
        }

        webRequestOp.Dispose();
    }
Esempio n. 4
0
    public void LoadAsset(string url = "", bool loadEvenIfAlreadyLoaded = false)
    {
        if (alreadyLoadedAsset && !loadEvenIfAlreadyLoaded)
        {
            return;
        }

        if (!string.IsNullOrEmpty(url))
        {
            OBJUrl = url;
        }

        if (asyncOp != null)
        {
            asyncOp.Dispose();
        }

        LoadAsset();
    }
 /// <summary>
 /// Notify processor that the gif is disposed.
 /// If using UniGif plugin we just cancel the download if pending
 /// If using webworker we send a message to kernel to cancel download and/or remove created texture from memory
 /// </summary>
 public void DisposeGif()
 {
     if (jsGIFProcessingEnabled)
     {
         DCL.GIFProcessingBridge.i.DeleteGIF(url);
     }
     else if (webRequestOp != null)
     {
         webRequestOp.Dispose();
     }
 }
        private IEnumerator CreateHTTPRequest(string rootUri, string httpRequestPath)
        {
            string finalUrl = httpRequestPath;

            if (!string.IsNullOrEmpty(rootUri))
            {
                finalUrl = Path.Combine(rootUri, httpRequestPath);
            }

            WebRequestAsyncOperation asyncOp = webRequestController.Get(
                url: finalUrl,
                downloadHandler: new DownloadHandlerBuffer(),
                timeout: 5000,
                disposeOnCompleted: false);

            yield return(asyncOp);

            if (!asyncOp.isSucceded)
            {
                Debug.LogError($"{asyncOp.webRequest.error} - {finalUrl}");
                yield break;
            }

            if (asyncOp.webRequest.downloadedBytes > int.MaxValue)
            {
                Debug.LogError("Stream is too big for a byte array");
                yield break;
            }

            if (asyncOp.webRequest.downloadHandler.data == null)
            {
                yield break;
            }

            //NOTE(Brian): Caution, webRequestResult.downloadHandler.data returns a COPY of the data, if accessed twice,
            //             2 copies will be performed for the entire file (and then discarded by GC, introducing hiccups).
            //             The correct fix is by using DownloadHandler.ReceiveData. But this is in version > 2019.3.
            byte[] data = asyncOp.webRequest.downloadHandler.data;

            if (data != null)
            {
                LoadedStream = new MemoryStream(data, 0, data.Length, true, true);
            }

            asyncOp.Dispose();
        }
Esempio n. 7
0
        IEnumerator Fetch(float delayRequest)
        {
            yield return(new WaitForSeconds(delayRequest));

            CloseGroup();

            bool shouldRetry = false;
            int  retryCount  = 0;

            string url = API_URL_ASSETS + requestUrl;

            do
            {
                if (OpenSeaRequestController.VERBOSE)
                {
                    Debug.Log($"RequestGroup: Request to OpenSea {url}");
                }

                // NOTE(Santi): In this case, as this code is implementing a very specific retries system (including delays), we use our
                //              custom WebRequest system without retries (requestAttemps = 1) and let the current code to apply the retries.
                WebRequestAsyncOperation asyncOp = WebRequestController.i.Get(url: url, requestAttemps: 1, disposeOnCompleted: false);
                yield return(asyncOp);

                AssetsResponse response = null;
                if (asyncOp.isSucceded)
                {
                    response = Utils.FromJsonWithNulls <AssetsResponse>(asyncOp.webRequest.downloadHandler.text);
                }

                if (OpenSeaRequestController.VERBOSE)
                {
                    Debug.Log($"RequestGroup: Request resolving {response != null} {asyncOp.webRequest.error} {url}");
                }

                if (response != null)
                {
                    shouldRetry = false;
                    //if we have one element in the group, is the one failing and we dont group it again
                    if (response.assets.Length != 0 || requests.Count <= 1)
                    {
                        using (var iterator = requests.GetEnumerator())
                        {
                            while (iterator.MoveNext())
                            {
                                iterator.Current.Value.Resolve(response);
                            }
                        }
                    }
                    else
                    {
                        //There are invalids NFTs to fetch, we split the request into 2 smaller groups to find the ofender
                        SplitGroup();
                    }

                    asyncOp.Dispose();
                }
                else
                {
                    shouldRetry = retryCount < REQUEST_RETRIES;
                    if (!shouldRetry)
                    {
                        using (var iterator = requests.GetEnumerator())
                        {
                            while (iterator.MoveNext())
                            {
                                iterator.Current.Value.Resolve(asyncOp.webRequest.error);
                            }
                        }

                        asyncOp.Dispose();
                    }
                    else
                    {
                        retryCount++;

                        if (OpenSeaRequestController.VERBOSE)
                        {
                            Debug.Log($"RequestGroup: Request retrying {url}");
                        }

                        asyncOp.Dispose();

                        yield return(new WaitForSeconds(GetRetryDelay()));
                    }
                }
            } while (shouldRetry);
        }