Пример #1
0
 public override void Update(HomeWindow self)
 {
     if (this.mReq != null)
     {
         if (!this.mReq.isDone)
         {
             return;
         }
         if (UnityEngine.Object.op_Inequality(this.mReq.asset, (UnityEngine.Object)null))
         {
             this.mInstance = UnityEngine.Object.Instantiate(this.mReq.asset) as GameObject;
         }
         this.mReq = (LoadRequest)null;
     }
     if (UnityEngine.Object.op_Equality((UnityEngine.Object) this.mInstance, (UnityEngine.Object)null) && !this.mHasNotifiedRankmatch)
     {
         this.mHasNotifiedRankmatch = true;
         self.mRankmatchRewarded    = false;
         FlowNode_GameObject.ActivateOutputLinks((Component)self, 1000);
     }
     if (!self.mRankmatchRewarded)
     {
         return;
     }
     if (!self.mBeginnerShown)
     {
         self.mBeginnerShown = true;
         self.mStateMachine.GotoState <HomeWindow.State_BeginnerNotify>();
     }
     else
     {
         self.MiscBeforeDefaultState();
         self.mStateMachine.GotoState <HomeWindow.State_Default>();
     }
 }
Пример #2
0
        public async Task <MediaStatus> LoadMedia(
            ChromecastApplication application,
            Uri mediaUrl,
            string contentType,
            CancellationToken token,
            IMetadata metadata   = null,
            string streamType    = "BUFFERED",
            double duration      = 0D,
            object customData    = null,
            Track[] tracks       = null,
            int[] activeTrackIds = null,
            bool autoPlay        = true,
            double currentTime   = 0D)
        {
            int requestId   = RequestIdProvider.Next;
            var mediaObject = new MediaData(mediaUrl.ToString(), contentType, metadata, streamType, duration, customData, tracks);
            var req         = new LoadRequest(requestId, application.SessionId, mediaObject, autoPlay, currentTime,
                                              customData, activeTrackIds);

            var reqJson = req.ToJson();
            var requestCompletedSource = await AddRequestTracking(requestId, token).ConfigureAwait(false);

            await Write(MessageFactory.Load(application.TransportId, reqJson), token).ConfigureAwait(false);

            return(await requestCompletedSource.Task.WaitOnRequestCompletion(token).ConfigureAwait(false));
        }
Пример #3
0
    public void LoadAssetAsync(string path, Callback_1 <UnityEngine.Object> loadDoneCallBack)
    {
        UnityEngine.Object asset;
        if (assertDic.TryGetValue(path, out asset))
        {
            loadDoneCallBack(asset);
            return;
        }

        LoadRequest request;

        if (loadRequestDic.TryGetValue(path, out request))
        {
            request.callback.Add(loadDoneCallBack);
        }
        else
        {
            request           = new LoadRequest();
            request.assetPath = path;
            request.callback  = new List <Callback_1 <UnityEngine.Object> >();
            request.callback.Add(loadDoneCallBack);
            loadRequestDic.Add(path, request);
            startCoroutine(loadLocalAsset(request));
        }
    }
Пример #4
0
    private IEnumerator Load(LoadRequest request)
    {
        Texture2D texture = null;

        var file = string.Format("file:///" + Path.Combine(Application.streamingAssetsPath, "Tiles_MIP{2}_Y{1}_X{0}.png"), request.PageX >> request.MipLevel, request.PageY >> request.MipLevel, request.MipLevel);

        Debug.Log("load texture:" + file);
        var www = UnityWebRequestTexture.GetTexture(file);

        yield return(www.SendWebRequest());

        if (!www.isNetworkError && !www.isHttpError)
        {
            texture = ((DownloadHandlerTexture)www.downloadHandler).texture;
        }
        else
        {
            Debug.LogWarningFormat("Load file({0}) failed: {1}", file, www.error);
        }
        m_RuningRequests.Remove(request);
        if (texture)
        {
            m_debugTexture = texture;
        }
        OnLoadCompleteEvent?.Invoke(request, texture);
    }
Пример #5
0
            public void SendsAndReceives()
            {
                IClient client = CreateClient();

                Assembly assembly = new Assembly
                                    (
                    name: "myName",
                    description: "",
                    homepage: "",
                    repository: new Assembly.AssemblyRepository(type: "", url: ""),
                    author: new Person(name: "", roles: Array.Empty <string>()),
                    fingerprint: "",
                    license: "",
                    targets: new AssemblyTargets(new AssemblyTargets.DotNetTarget(
                                                     @namespace: "Dot.Net.Namespace",
                                                     packageId: "Dot.Net.PackageId"
                                                     )),
                    version: "myVersion",
                    types: new Dictionary <string, Type>()
                                    );

                _runtime.ReadResponse().Returns(GetOkResponse(new LoadResponse(assembly.Name, 0)));

                client.Load(assembly.Name, assembly.Version, "tgz");

                LoadRequest expectedRequest = new LoadRequest(assembly.Name, assembly.Version, "tgz");

                _runtime.Received().WriteRequest(Arg.Is <string>(
                                                     actual => PlatformIndependentEqual(JsonConvert.SerializeObject(expectedRequest), actual)
                                                     ));

                _runtime.Received().ReadResponse();
            }
Пример #6
0
        internal void OnAreasLoaded(int messageId, List <ClientArea> areas)
        {
            List <ClientSegment> segments = new List <ClientSegment>(areas.Count * 512);

            foreach (ClientArea area in areas)
            {
                List <ClientSegment> areaSegments = area.GetSegments();
                segments.AddRange(areaSegments);
                Areas.Add(area.Key, area);
                foreach (ClientSegment segment in areaSegments)
                {
                    Segments.Add(segment.Key, segment);
                }
            }

            LoadRequest request = new LoadRequest()
            {
                Entity    = _Player,
                MessageId = messageId
            };

            OnAreasLoaded(request, areas, segments);

            if (_Player.CurrentSegment == null)
            {
                // prepare the player
                _Player.HandleMovement();
            }
        }
Пример #7
0
        /// <summary>
        /// Load document for editing
        /// </summary>
        /// <param name="request">Request. <see cref="LoadRequest" /></param>
        /// <returns><see cref="LoadResult"/></returns>
        public LoadResult Load(LoadRequest request)
        {
            // verify the required parameter 'loadOptions' is set
            if (request.loadOptions == null)
            {
                throw new ApiException(400, "Missing required parameter 'loadOptions' when calling Load");
            }

            // create path and map variables
            var resourcePath = this.configuration.GetServerUrl() + "/editor/load";

            resourcePath = Regex
                           .Replace(resourcePath, "\\*", string.Empty)
                           .Replace("&amp;", "&")
                           .Replace("/?", "?");
            var postBody = SerializationHelper.Serialize(request.loadOptions); // http body (model) parameter
            var response = this.apiInvoker.InvokeApi(
                resourcePath,
                "POST",
                postBody,
                null,
                null);

            if (response != null)
            {
                return((LoadResult)SerializationHelper.Deserialize(response, typeof(LoadResult)));
            }

            return(null);
        }
Пример #8
0
            public override void Begin(HomeWindow self)
            {
                PlayerData player = MonoSingleton <GameManager> .Instance.Player;

                if (!player.HasQueuedLoginBonus)
                {
                    return;
                }
                this.mLoginBonusType = player.DequeueNextLoginBonusTableID();
                if (string.IsNullOrEmpty(this.mLoginBonusType))
                {
                    return;
                }
                string bonusePrefabName = player.GetLoginBonusePrefabName(this.mLoginBonusType);

                if (string.IsNullOrEmpty(bonusePrefabName))
                {
                    if (string.IsNullOrEmpty(self.LoginBonusPath))
                    {
                        return;
                    }
                    this.mReq = AssetManager.LoadAsync <GameObject>(self.LoginBonusPath);
                }
                else
                {
                    this.mReq = AssetManager.LoadAsync <GameObject>("UI/LoginBonus/" + bonusePrefabName);
                }
            }
Пример #9
0
        public static void Postfix(CombatGameState __instance)
        {
            Mod.Log.Trace?.Write("CGS:_I entered.");
            DataManager dm          = UnityGameInstance.BattleTechGame.DataManager;
            LoadRequest loadRequest = dm.CreateLoadRequest();

            // Need to load each unique icon
            Mod.Log.Info?.Write("LOADING EFFECT ICONS...");
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.ElectronicWarfare, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.SensorsDisabled, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.VisionAndSensors, null);

            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetSensorsMark, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetVisualsMark, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetTaggedMark, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetNarcedMark, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetStealthMark, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetMimeticMark, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetECMShieldedMark, null);
            loadRequest.AddLoadRequest <SVGAsset>(BattleTechResourceType.SVGAsset, Mod.Config.Icons.TargetActiveProbePingedMark, null);

            loadRequest.ProcessRequests();
            Mod.Log.Info?.Write("  ICON LOADING COMPLETE!");

            ModState.Combat = __instance;
        }
Пример #10
0
            public static void Postfix(SimGameState __instance)
            {
                LoadRequest loadRequest = __instance.DataManager.CreateLoadRequest(null, true);

                loadRequest.AddAllOfTypeBlindLoadRequest(BattleTechResourceType.LanceDef, new bool?(true));
                loadRequest.ProcessRequests(10U);
            }
Пример #11
0
        private void Update()
        {
            if ((double)this.UpdateInterval <= 0.0)
            {
                return;
            }
            if (this.mBannerLoadRequest != null)
            {
                if (!this.mBannerLoadRequest.isDone)
                {
                    return;
                }
                if (Object.op_Inequality((Object)this.mTarget, (Object)null))
                {
                    this.mTarget.set_texture((Texture)(this.mBannerLoadRequest.asset as Texture2D));
                }
                this.mBannerLoadRequest = (LoadRequest)null;
            }
            this.mInterval += Time.get_unscaledDeltaTime();
            if ((double)this.mInterval < (double)this.UpdateInterval)
            {
                return;
            }
            this.mInterval = 0.0f;
            GameManager   instance   = MonoSingleton <GameManager> .Instance;
            List <string> stringList = new List <string>();

            ChapterParam[] chapters        = instance.Chapters;
            QuestParam[]   availableQuests = instance.Player.AvailableQuests;
            long           serverTime      = Network.GetServerTime();

            for (int index1 = 0; index1 < chapters.Length; ++index1)
            {
                bool   flag   = false;
                string banner = chapters[index1].banner;
                if (!string.IsNullOrEmpty(banner) && !stringList.Contains(banner))
                {
                    for (int index2 = 0; index2 < availableQuests.Length; ++index2)
                    {
                        if (availableQuests[index2].ChapterID == chapters[index1].iname && availableQuests[index2].IsDateUnlock(serverTime))
                        {
                            flag = true;
                            break;
                        }
                    }
                    if (flag)
                    {
                        stringList.Add(banner);
                    }
                }
            }
            if (stringList.Count <= 0)
            {
                return;
            }
            int index = (stringList.IndexOf(this.mLastBannerName) + 1) % stringList.Count;

            this.mLastBannerName    = stringList[index];
            this.mBannerLoadRequest = AssetManager.LoadAsync <Texture2D>("Banners/" + this.mLastBannerName);
        }
Пример #12
0
            public static bool Prefix(MechLabStockInfoPopup __instance, ref string ___stockMechDefId, MechDef ___baseMechDef, UIManager ___uiManager)
            {
                try
                {
                    Logger.Debug("[MechLabStockInfoPopup_LoadStockMech_PREFIX] ___baseMechDef.Description.Id: " + ___baseMechDef.Description.Id);

                    if (!string.IsNullOrEmpty(___baseMechDef.Description.Model))
                    {
                        Logger.Debug("[MechLabStockInfoPopup_LoadStockMech_PREFIX] ___baseMechDef.Description.Model: " + ___baseMechDef.Description.Model);

                        ___stockMechDefId = ___baseMechDef.Description.Model.Replace("model", "mechdef");
                        Logger.Debug("[MechLabStockInfoPopup_LoadStockMech_PREFIX] ___stockMechDefId: " + ___stockMechDefId);



                        LoadRequest loadRequest = ___uiManager.dataManager.CreateLoadRequest(null, false);
                        // Created extension method MechLabStockInfoPopup.OverrideStockMechDefLoaded for callback
                        loadRequest.AddLoadRequest <MechDef>(BattleTechResourceType.MechDef, ___stockMechDefId, new Action <string, MechDef>(__instance.OverrideStockMechDefLoaded), false);
                        loadRequest.ProcessRequests(10u);

                        return(false);
                    }
                    else
                    {
                        return(true);
                    }
                }
                catch (Exception e)
                {
                    Logger.Error(e);
                    return(true);
                }
            }
Пример #13
0
        public void AnalyzeAndLoad(string solutionFolder, string rootCsvFolder, string neo4jUrl, bool isRemote, string companyAssembliesPattern, string applicationsPattern)
        {
            try
            {
                var codeAnalyzer = BuildCodeAnalyzer();
                var neoLoader    = new NeoLoader();
                var methodGraphs = codeAnalyzer.AnalyzeSolution(companyAssembliesPattern, applicationsPattern, solutionFolder);
                foreach (var methodGraph in methodGraphs)
                {
                    var csvFolder = neoLoader.GenerateLocalCsvFiles(methodGraph, rootCsvFolder);

                    var loadRequest = new LoadRequest()
                    {
                        Locality        = isRemote ? Locality.Remote : Locality.Local,
                        Neo4jUrl        = neo4jUrl,
                        ApplicationName = methodGraph.ApplicationName,
                        GraphType       = methodGraph.GraphType.ToString()
                    };
                    neoLoader.BulkLoadCsv(loadRequest, csvFolder);
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.ToString());
            }
        }
Пример #14
0
 private void Update()
 {
     if (this.mResourceRequest != null)
     {
         if (!this.mResourceRequest.isDone)
         {
             return;
         }
         if (Object.op_Equality(this.mResourceRequest.asset, (Object)null))
         {
             Debug.LogError((object)("Failed to load '" + this.ResourcePath + "'"));
             ((Behaviour)this).set_enabled(false);
         }
         else
         {
             this.Target           = this.mResourceRequest.asset as GameObject;
             this.mResourceRequest = (LoadRequest)null;
             this.CreateInstance();
             this.ActivateOutputLinks(1);
         }
     }
     else
     {
         ((Behaviour)this).set_enabled(false);
     }
 }
Пример #15
0
        private IEnumerator LoadAsyncImpl(LoadRequest request, Func <string, object> syncLoadFunc)
        {
            var req = Task.Run(() =>
            {
                try
                {
                    return(syncLoadFunc(_rootPath + "/" + request.fileName));
                }
                catch (Exception e)
                {
                    return(e);
                }
            });

            yield return(req);

            if (req.Result is Exception)
            {
                request.SetError((req.Result as Exception).Message);
            }
            else
            {
                request.SetResult(req.Result);
            }
        }
Пример #16
0
 public static void Postfix(PilotDef __instance, LoadRequest loadRequest)
 {
     if (__instance.PortraitSettings != null)
     {
         // perform this here on the first save load after character creation
         // this avoids all sorts of exceptions and problems with the character customization UIs
         // this also means we only need to do this in one patch instead of many
         if (!string.IsNullOrEmpty(__instance.PortraitSettings.Description.Icon))
         {
             __instance.Description.SetIcon(__instance.PortraitSettings.Description.Icon);
             __instance.PortraitSettings = null;
             Logger.LogLine(string.Format("Applying Hardset Icon to Pilot: {0}, {1}", (object)__instance.Description.Callsign, (object)__instance.Description.Icon));
         }
     }
     if (!string.IsNullOrEmpty(__instance.Description.Icon))
     {
         //Logger.LogLine(string.Format("Loading Pilot: {0}, {1}", (object)__instance.Description.Callsign, (object)__instance.Description.Icon));
         // Issue a Load request for any custom sprites
         try
         {
             Logger.LogLine(string.Format("Issuing  Load Request Icon for Pilot: {0}, {1}", (object)__instance.Description.Callsign, (object)__instance.Description.Icon));
             loadRequest.AddBlindLoadRequest(BattleTechResourceType.Sprite, __instance.Description.Icon, new bool?(false));
         }
         catch (Exception e)
         {
             Logger.LogError(e);
         }
     }
 }
Пример #17
0
        public static T LoadResource <T>(BattleTechResourceType resourceType, string resourceId, TimeSpan?timeout = null)
            where T : class
        {
            TimeSpan timeoutNotNull = timeout ?? TimeSpan.FromMinutes(1);

            DateTime errorTime = DateTime.Now + timeoutNotNull;

            T resource = null;

            GameInstance gameInstance = UnityGameInstance.BattleTechGame;

            DataManager dataManager = gameInstance.DataManager;

            LoadRequest loadRequest = dataManager.CreateLoadRequest(null, false);

            loadRequest.AddLoadRequest <T>(resourceType, resourceId,
                                           (s, resourceReturned) =>
            {
                resource = resourceReturned;
            }, false);
            loadRequest.ProcessRequests(10u);
            do
            {
                dataManager.Update(UnityEngine.Time.deltaTime);
                if (DateTime.Now > errorTime)
                {
                    throw new Exception("Failed to load resource: " + resourceId);
                }
            } while (resource is null);

            return(resource);
        }
Пример #18
0
 public LoadResponseBuilder(ISession session, User user, LoadRequest loadRequest, string @group)
 {
     this.session     = session;
     this.user        = user;
     this.loadRequest = loadRequest;
     this.group       = group;
 }
 public List <Item> Operation(LoadRequest request)
 {
     if (request != null)
     {
         return(this.LoadItem(request.Name, request.Category));
     }
     return(this.LoadItem());
 }
Пример #20
0
 public void AddLoadRequest(LoadRequest loadRequest)
 {
     loadRequestQueue.Enqueue(loadRequest);
     if (activeCoroutine == null)
     {
         activeCoroutine = StartCoroutine(ExecuteLoadRequests());
     }
 }
Пример #21
0
 /// @param request
 ///     The load request to execute
 /// @param callback
 ///     The function to call when the resource is loaded
 ///
 private void ExecuteRequest(LoadRequest request, Action callback)
 {
     ResourceUtils.LoadAndInstantiateGameObjectAsync(request.m_path, request.m_parent, request.m_name, (gameObject) =>
     {
         request.m_callback.SafeInvoke(gameObject);
         callback.SafeInvoke();
     });
 }
Пример #22
0
        public static async void LoadPlexMedia(this PlexChannel channel, ChromeCastClient client, PlexObject content)
        {
            var mediaObject = PlexMediaData.DataFromContent(content);
            var req         = new LoadRequest(client.CurrentApplicationSessionId, mediaObject, true, 0, mediaObject.CustomData);

            var reqJson = req.ToJson();
            await channel.Write(MessageFactory.Load(client.CurrentApplicationTransportId, reqJson));
        }
Пример #23
0
 private Task <Thumbnail> AddLoadRequest(LoadRequest req)
 {
     lock (_requests)
     {
         _requests.Add(req);
     }
     return(req.Completion.Task);
 }
Пример #24
0
    static IEnumerator DoLoadFromFile(LoadRequest req)
    {
        yield return(null);

        Object obj = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/" + req.path, req.resType);

        req.DoCallBack(obj);
    }
Пример #25
0
 public override void Begin(HomeWindow self)
 {
     if (string.IsNullOrEmpty(self.LoginInfoPath))
     {
         return;
     }
     this.mReq = AssetManager.LoadAsync <GameObject>(self.LoginInfoPath);
 }
Пример #26
0
    /// <summary>
    ///  定时器下,在每帧对下载队列进行检测
    ///  如果下载有问题,或者超时,则清除
    ///  如果下载完成,则解析下载结果,并进入completeDict中
    /// </summary>
    public void CheckQueue()
    {
        if (!isLoading)
        {
            return;
        }
        foreach (KeyValuePair <string, LoadRequest> pair in loadDict)
        {
            LoadRequest request = pair.Value;
            request.loadTotalFrames++;

            // deal error
            if ((request.wwwObject != null && request.wwwObject.error != null) || request.isTimeOut)
            {
                if (request.requestURL.Contains(".apk") || request.requestURL.Contains(".ipa"))
                {
                    return;
                }

                request.alreadyDeal = true;
                loadDict.Remove(request.requestURL);
                ErrorDelegateHandle(request);
                if (request.isTimeOut)
                {
                    Debug.LogWarning("Load time out:" + request.requestURL);
                }
                else
                {
                    Debug.LogWarning("Load error:" + request.requestURL);
                }

                MoveRequestFromWaitDictToLoadDict();
                break;
            }

            //
            if (!request.alreadyDeal)
            {
                ProcessDelegateHandle(request);
                // if done
                if (request.wwwObject != null && request.wwwObject.isDone)
                {
                    LoadParam param = ParseLoadParamFromLoadRequest(request);
                    if (request.fileType != LoadFileType.BINARY)
                    {
                        completeDict.Add(request.requestURL, param);
                    }
                    //
                    CompleteDelegateHandle(request, param);
                    //
                    request.alreadyDeal = true;
                    loadDict.Remove(request.requestURL);
                    MoveRequestFromWaitDictToLoadDict();
                    break;
                }
            }
        }
    }
        private async void LoadDataButtonClick(object sender, EventArgs e)
        {
            InitializeResults();

            bool loadDBLP          = checkBoxDBLP.Checked;
            bool loadIEEEXplore    = checkBoxIEEEXplore.Checked;
            bool loadGoogleScholar = checkBoxGoogleScholar.Checked;
            int  initialYear       = (int)numericUpDownInitialYear.Value;
            int  finalYear         = (int)numericUpDownFinalYear.Value;

            if (!loadDBLP && !loadIEEEXplore && !loadGoogleScholar)
            {
                richTextBoxErrors.Text = "Any source selected, please select at least one.";

                return;
            }

            LoadRequest loadRequest = new LoadRequest(loadDBLP, loadIEEEXplore, loadGoogleScholar, initialYear, finalYear);
            LoadAnswer  loadAnswer;

            LoadingForm loadingForm = new LoadingForm();

            ShowLoadingForm();

            try
            {
                loadAnswer = await RequestsManager.GetRequestsManager().LoadDataFromDataSources(loadRequest);
            }
            catch (Exception)
            {
                richTextBoxErrors.Text = "It was not possible to connect to the warehouse.";

                CloseLoadingForm();

                return;
            }

            ShowResults(loadAnswer, loadRequest.LoadFromDBLP, loadRequest.LoadFromIEEEXplore, loadRequest.LoadFromGoogleScholar);

            CloseLoadingForm();

            void ShowLoadingForm()
            {
                new Task(() => loadingForm.ShowDialog()).Start();

                this.Enabled = false;
            }

            void CloseLoadingForm()
            {
                loadingForm.Invoke((MethodInvoker) delegate
                {
                    loadingForm.Close();
                });

                this.Enabled = true;
            }
        }
Пример #28
0
        private SKBitmap Decode(byte[] buffer, LoadRequest req)
        {
            req.Cancellation.ThrowIfCancellationRequested();

            using (var input = new MemoryStream(buffer))
            {
                return(_imageLoader.LoadImage(req.Entity, input));
            }
        }
Пример #29
0
        public void RequestResourcesAndProcess(BattleTechResourceType resourceType, string resourceId, bool filterByOwnership = false)
        {
            LoadRequest loadRequest = UnityGameInstance.BattleTechGame.DataManager.CreateLoadRequest(delegate(LoadRequest request) {
                Main.LogDebug($"[RequestResourcesAndProcess] Finished load request for {resourceId}");
            }, filterByOwnership);

            loadRequest.AddBlindLoadRequest(resourceType, resourceId);
            loadRequest.ProcessRequests(1000u);
        }
Пример #30
0
 private void LoadResource()
 {
     if (this.mResourceRequest != null)
     {
         return;
     }
     DebugUtility.Log("Loading " + this.ResourcePath);
     this.mResourceRequest = AssetManager.LoadAsync(this.ResourcePath, typeof(GameObject));
 }
		public async Task LoadSessionsAsync(LoadRequest loadRequest)
		{
			this.AreSessionsLoading = true;

			var sessions = await _databaseService.LoadFavoriteSessionsAsync(_conferenceId);

			this.Sessions = sessions;

			this.AreSessionsLoading = false;
		}
		public async Task LoadSessionSpeakersAsync(LoadRequest loadRequest)
		{
			this.AreSpeakersLoading = true;

			var sessions = await _databaseService.LoadSpeakersAsync(_sessionId);

			this.Speakers = sessions;

			this.AreSpeakersLoading = false;
		}
		public async Task LoadConferencesAsync(LoadRequest loadRequest)
		{
			this.IsConferenceLoading = true;

			var conference = await LoadConferenceFromLocalAsync();

			this.Conference = conference;

			this.IsConferenceLoading = false;
		}
		public async Task LoadConferencesAsync(LoadRequest loadRequest)
		{
			this.AreConferencesLoading = true;

			_currentUser = await _databaseService.LoadCurrentUserAsync ();
			if (_currentUser != null) {

				var scheduledConferences = await _databaseService.LoadScheduledConferencesAsync ();

				if (!scheduledConferences.Any () || loadRequest == LoadRequest.Refresh) {
					await _databaseService.DeleteAllScheduledConferencesAsync ();
					var scheduledConferenceDtos = await _conferenceService.LoadScheduledConferencesAsync (_currentUser.UserName);

					foreach (var scheduledConferenceDto in scheduledConferenceDtos) {
						var dto = scheduledConferenceDto;
						var scheduledConference = await TaskEx.Run (() => Mapper.Map<Conference> (dto));
						
						await _databaseService.SaveConferenceAsync (scheduledConference);

						//foreach (var sessionDto in scheduledConferenceDto.Sessions)
						//{
						//	SessionDto dto1 = sessionDto;
						//	var session = await TaskEx.Run(() => Mapper.Map<Session>(dto1));
						//	session.ConferenceId = scheduledConference.Id;
						//	await _databaseService.SaveSessionAsync(session);
						//}
					}

					scheduledConferences = await _databaseService.LoadScheduledConferencesAsync ();
				}

				this.Conferences = scheduledConferences;
			}

			this.AreConferencesLoading = false;
		}
Пример #35
0
 private void Update()
 {
     // Check the progress of any active load request.
     if(_activeLoad != null)
     {
         if(_activeLoad.Async.isDone)
         {
             Logger.Log("Asyncronous Load Opperation Done.", 1);
             ActivateScene(_activeLoad);
             _activeLoad.RunCallback();
             _activeLoad = null;
         }
         else
         {
             Logger.Log("Progress " + _activeLoad.Async.progress, 0);
         }
     }
     // If there is not an active load request. Start the next request in the queue
     else if(_loadRequests.Count>0)
     {
         Logger.Log("Ready to Load Scene. Request List Length = " + _loadRequests.Count, 1);
         LoadRequest load = _loadRequests.Dequeue();
         StartCoroutine(LoadSceneAsync(load));
     }
 }
Пример #36
0
    private void ActivateScene(LoadRequest load)
    {
        // By the time the scene is activated, it should have been finished loading and the new scene controller
        // should have already registered itself with the SceneManager.
        // Find the registered SceneController, Initialize it and add it to the active scenes Dict.
        for(int i=0; i<_registeredScenes.Count; i++)
        {
            if(load.SceneName == _registeredScenes[i].Name)
            {
                SceneController sc = _registeredScenes[i];
                Logger.Log("Scene Manager - Activating Scene: " + sc.Name, 1);
                _activeScenes.Add(sc.Name, sc);
                sc.gameObject.transform.SetParent(GameParent.transform, false);
                _registeredScenes.RemoveAt(i);

                if (!sc.Initialize())
                {
                    Logger.Log("New Scene: " + _registeredScenes[i].Name + " Could not be initialized.", 4);
                    return;
                }
                return;
            }
        }
        Logger.Log("New Loaded Scene: " + load.SceneName + " is not yet registered.\rIt could be that the scene " + load.SceneName + " does not have a scene controller attached.", 3);
    }
Пример #37
0
 private void OnLoadCompleted(LoadRequest loadRequest, Image image)
 {
     if (LoadCompleted != null)
     {
         LoadCompletedEventArgs e = new LoadCompletedEventArgs
         {
             FilePath = loadRequest.FilePath,
             Tag = loadRequest.Tag,
             Image = image
         };
         LoadCompleted(this, e);
     }
 }
Пример #38
0
 public IEnumerator LoadSceneAsync(LoadRequest load)
 {
     _activeLoad = load;
     string name = _activeLoad.SceneName;
     Logger.Log("Start Loading Scene " + name + " at " + Time.time, 2);
     _activeLoad.Async = Application.LoadLevelAdditiveAsync(name);
     yield return _activeLoad.Async;
     Logger.Log("Finished Loading Scene: " + name + " at " + Time.time, 2);
     // Opportunity here to run code on complete prior to sceneController start();
     // TODO Send Scene Load Complete Signal.
 }
Пример #39
0
		protected void LoadTerrainImpl( TerrainSlot slot, bool synchronous )
		{
			if ( slot.Instance == null && ( !string.IsNullOrEmpty( slot.Def.FileName ) || slot.Def.ImportData != null ) )
			{
				// Allocate in main thread so no race conditions
				slot.Instance = new Terrain( this._sceneManager );
				slot.Instance.ResourceGroup = this._resourceGroup;
				// Use shared pool of buffers
				slot.Instance.GpuBufferAllocator = this.BufferAllocator;

				var req = new LoadRequest();
				req.Slot = slot;
				req.Origin = this;
				Root.Instance.WorkQueue.AddRequest( this._workQueueChannel, WORKQUEUE_LOAD_REQUEST, req, 0, synchronous );
			}
		}