LoadAllSessionData() public static method

Returns list of session data retrieved from storage.
public static LoadAllSessionData ( ) : List
return List
Esempio n. 1
0
		/// <summary>
		/// Load stored session data and recreate the session objects.
		/// </summary>
		public static void LoadAllSessionData()
		{
			// Clear existing sessions, and load session data from storage.
			// Then create session for each session data.
			_sessionMap.Clear();

			List<HEU_SessionData> sessionDatas = HEU_PluginStorage.LoadAllSessionData();
			foreach(HEU_SessionData sessionData in sessionDatas)
			{
				if(sessionData != null)
				{
					// Create session based on type
					HEU_SessionBase sessionBase = CreateSessionFromType(sessionData.SessionClassType);
					if (sessionBase != null)
					{
						sessionBase.SetSessionData(sessionData);
						_sessionMap.Add(sessionData.SessionID, sessionBase);

						if(sessionData.IsDefaultSession)
						{
							_defaultSession = sessionBase;
						}

						// Find assets in scene with session ID. Check if valid and reset those that aren't.
						
					}
				}
			}

			InternalValidateSceneAssets();
		}
Esempio n. 2
0
		/// <summary>
		/// Load stored session data and recreate the session objects.
		/// </summary>
		public static void LoadAllSessionData()
		{
			// Clear existing sessions, and load session data from storage.
			// Then create session for each session data.
			_sessionMap.Clear();

			List<HEU_SessionData> sessionDatas = HEU_PluginStorage.LoadAllSessionData();
			foreach(HEU_SessionData sessionData in sessionDatas)
			{
				if(sessionData != null)
				{
					// Create session based on type
					HEU_SessionBase sessionBase = CreateSessionFromType(sessionData.SessionClassType);
					if (sessionBase != null)
					{
						sessionBase.SetSessionData(sessionData);
						_sessionMap.Add(sessionData.SessionID, sessionBase);

						if(sessionData.IsDefaultSession)
						{
							_defaultSession = sessionBase;
						}
					}
				}
			}
		}
	/// <summary>
	/// Load stored session data and recreate the session objects.
	/// </summary>
	public static void LoadAllSessionData()
	{
	    // Clear existing sessions, and load session data from storage.
	    // Then create session for each session data.
	    _sessionMap.Clear();

	    List<HEU_SessionData> sessionDatas = HEU_PluginStorage.LoadAllSessionData();
	    foreach (HEU_SessionData sessionData in sessionDatas)
	    {
		if (sessionData != null)
		{
		    try
		    {
			// Create session based on type
			HEU_SessionBase sessionBase = CreateSessionFromType(sessionData.SessionClassType);
			if (sessionBase != null)
			{
			    sessionBase.SetSessionData(sessionData);
			    _sessionMap.Add(sessionData.SessionID, sessionBase);

			    if (sessionData.IsDefaultSession)
			    {
				_defaultSession = sessionBase;
			    }

			    // Find assets in scene with session ID. Check if valid and reset those that aren't.
			}
		    }
		    catch (System.Exception ex)
		    {
			Debug.LogWarningFormat("Loading session with ID {0} failed with {1}. Ignoring the session.", sessionData.SessionID, ex.ToString());
		    }
		}
	    }

	    InternalValidateSceneAssets();
	}