async Task DownloadManifestDiff(IPlayerClient client, SyncManifest oldManifest, SyncManifest newManifest, UnityProject project, string sourceId, PlayerStorage storage) { List <ManifestEntry> entries; if (oldManifest == null) { var content = newManifest.Content; entries = content.Values.ToList(); } else { ParseManifest(oldManifest.Content, newManifest.Content, out var modified, out var deleted); entries = modified.ToList(); // TODO Handle deleted models } var destinationFolder = storage.GetSourceProjectFolder(project, sourceId); var downloadFolder = Path.Combine(destinationFolder, k_TemporaryFolder); var progress = new ProjectManagerInternal.DownloadProgress(); progress.SetTotal(entries.Count); var tasks = entries.Select(entry => ProjectManagerInternal.DownloadAndStore(client, sourceId, entry, newManifest, downloadFolder, progress)).ToList(); // Don't forget the manifest itself tasks.Add(ProjectManagerInternal.RunFileIOOperation(() => { newManifest.EditorSave(downloadFolder); return(Task.CompletedTask); })); // Wait for all download to finish var task = Task.WhenAll(tasks); while (!task.IsCompleted) { lock (m_ProgressLock) { m_Progress = progress.percent; } await Task.Delay(200); } // TODO Handle errors in the DownloadProgress // Backward compatibility with local viewer cache that have SyncPrefab as a file. var prefabPath = SyncInstance.GetPrefabPath(downloadFolder); if (prefabPath == null) { var prefabName = sourceId + SyncPrefab.Extension; var syncPrefab = SyncInstance.GenerateSyncPrefabFromManifest(prefabName, downloadFolder, newManifest); var fullPath = Path.Combine(downloadFolder, prefabName); PlayerFile.Save(syncPrefab, fullPath); } // Delete SyncInstances since they cannot be imported var instancesFolder = Path.Combine(downloadFolder, "instances"); if (Directory.Exists(instancesFolder)) { Directory.Delete(instancesFolder, true); } // Move all content from temporary download folder to the final destination MoveDirectory(downloadFolder, destinationFolder); }
void Save(Player player) { canSave = false; player.fileDetails.SetDetails(player); PlayerFile.Save(player.fileDetails); }