// Loading complete. IEnumerator LoadingComplete() { Singleton <LoadingManager> .instance.LoadingAnimationComponent.enabled = false; AssetLoader.PrintMem(); AssetLoader.instance?.Dispose(); Fixes.instance.Dispose(); CustomDeserializer.instance.Dispose(); Util.DebugPrint("All completed at", Profiling.Millis); //AssetLoader.PrintProfilers(); Profiling.Stop(); yield break; }
public IEnumerator LoadLevelCoroutine(Package.Asset asset, string playerScene, string uiScene, SimulationMetaData ngs, bool forceEnvironmentReload) { string scene; int i; yield return(null); try { Util.InvokeVoid(LoadingManager.instance, "PreLoadLevel"); } catch (Exception e) { Util.DebugPrint("PreLoadLevel: exception from some mod."); UnityEngine.Debug.LogException(e); } if (!LoadingManager.instance.LoadingAnimationComponent.AnimationLoaded) { LoadingManager.instance.m_loadingProfilerScenes.BeginLoading("LoadingAnimation"); yield return(SceneManager.LoadSceneAsync("LoadingAnimation", LoadSceneMode.Additive)); LoadingManager.instance.m_loadingProfilerScenes.EndLoading(); } DateTime skipStamp = Settings.settings.LoadSkipFile(); AsyncTask task = Singleton <SimulationManager> .instance.AddAction("Loading", (IEnumerator)Util.Invoke(LoadingManager.instance, "LoadSimulationData", asset, ngs)); LoadSaveStatus.activeTask = task; if (LoadingManager.instance.m_loadedEnvironment == null) // loading from main menu { fastLoad = false; } else // loading from in-game (the pause menu) { while (!LoadingManager.instance.m_metaDataLoaded && !task.completedOrFailed) // IL_139 { yield return(null); } if (SimulationManager.instance.m_metaData == null) { SimulationManager.instance.m_metaData = new SimulationMetaData(); SimulationManager.instance.m_metaData.m_environment = "Sunny"; SimulationManager.instance.m_metaData.Merge(ngs); } Util.InvokeVoid(LoadingManager.instance, "MetaDataLoaded"); // No OnCreated string mapThemeName = SimulationManager.instance.m_metaData.m_MapThemeMetaData?.name; fastLoad = SimulationManager.instance.m_metaData.m_environment == LoadingManager.instance.m_loadedEnvironment && mapThemeName == LoadingManager.instance.m_loadedMapTheme && !forceEnvironmentReload; // The game is nicely optimized when loading from the pause menu. We must specifically address the following situations: // - environment (biome) stays the same // - map theme stays the same // - forceEnvironmentReload is false // - 'load used assets' is enabled // - not all assets and prefabs used in the save being loaded are currently in memory // - prefab skipping has changed. if (fastLoad) { // Check custom asset availability. if (Settings.settings.loadUsed && !IsKnownFastLoad(asset)) { while (!IsSaveDeserialized()) { yield return(null); } fastLoad = AllAssetsAvailable(); } // Check building prefab availability. if (fastLoad) { if (skipStamp != savedSkipStamp) { fastLoad = false; } else if (Settings.settings.SkipPrefabs && !IsKnownFastLoad(asset)) { while (!IsSaveDeserialized()) { yield return(null); } fastLoad = AllPrefabsAvailable(); } } if (fastLoad) // optimized load { if (Settings.settings.SkipPrefabs && skippedPrefabs[0] != null) { while (!IsSaveDeserialized()) { yield return(null); } PrefabLoader.Create().SetSkippedPrefabs(skippedPrefabs); LoadingManager.instance.QueueLoadingAction(PrefabLoader.RemoveSkippedFromSimulation()); } LoadingManager.instance.QueueLoadingAction((IEnumerator)Util.Invoke(LoadingManager.instance, "EssentialScenesLoaded")); LoadingManager.instance.QueueLoadingAction((IEnumerator)Util.Invoke(LoadingManager.instance, "RenderDataReady")); Util.DebugPrint("fast load at", Profiling.Millis); } else // fallback to full load { DestroyLoadedPrefabs(); LoadingManager.instance.m_loadedEnvironment = null; LoadingManager.instance.m_loadedMapTheme = null; Util.DebugPrint("fallback to full load at", Profiling.Millis); } } else // full load { // Notice that there is a race condition in the base game at this point: DestroyAllPrefabs ruins the simulation // if its deserialization has progressed far enough. Typically there is no problem. Util.InvokeVoid(LoadingManager.instance, "DestroyAllPrefabs"); LoadingManager.instance.m_loadedEnvironment = null; LoadingManager.instance.m_loadedMapTheme = null; Util.DebugPrint("full load at", Profiling.Millis); } } // Full load. if (LoadingManager.instance.m_loadedEnvironment == null) // IL_27C { AsyncOperation op; Reset(); fullLoadTime = DateTime.Now; savedSkipStamp = skipStamp; Array.Clear(skippedPrefabs, 0, skippedPrefabs.Length); loadingLock = Util.Get(LoadingManager.instance, "m_loadingLock"); mainThreadQueue = (Queue <IEnumerator>)Util.Get(LoadingManager.instance, "m_mainThreadQueue"); if (!string.IsNullOrEmpty(playerScene)) { LoadingManager.instance.m_loadingProfilerScenes.BeginLoading(playerScene); op = SceneManager.LoadSceneAsync(playerScene, LoadSceneMode.Single); while (!op.isDone) // IL_2FF { LoadingManager.instance.SetSceneProgress(op.progress * 0.01f); yield return(null); } LoadingManager.instance.m_loadingProfilerScenes.EndLoading(); } while (!LoadingManager.instance.m_metaDataLoaded && !task.completedOrFailed) // IL_33C { yield return(null); } if (SimulationManager.instance.m_metaData == null) { SimulationManager.instance.m_metaData = new SimulationMetaData(); SimulationManager.instance.m_metaData.m_environment = "Sunny"; SimulationManager.instance.m_metaData.Merge(ngs); } try { Util.InvokeVoid(LoadingManager.instance, "MetaDataLoaded"); // OnCreated if loading from the main manu } catch (Exception e) { Util.DebugPrint("OnCreated: exception from some mod."); UnityEngine.Debug.LogException(e); } KeyValuePair <string, float>[] levels = SetLevels(); float currentProgress = 0.10f; for (i = 0; i < levels.Length; i++) { scene = levels[i].Key; LoadingManager.instance.m_loadingProfilerScenes.BeginLoading(scene); op = SceneManager.LoadSceneAsync(scene, LoadSceneMode.Additive); while (!op.isDone) { LoadingManager.instance.SetSceneProgress(currentProgress + op.progress * (levels[i].Value - currentProgress)); yield return(null); } LoadingManager.instance.m_loadingProfilerScenes.EndLoading(); currentProgress = levels[i].Value; } PrefabLoader.instance?.Revert(); if (Settings.settings.SkipPrefabs) { LoadingManager.instance.QueueLoadingAction(PrefabLoader.RemoveSkippedFromSimulation()); } // Some major mods (Network Extensions 1 & 2, Single Train Track, Metro Overhaul) have a race condition issue // in their NetInfo Installer. Everything goes fine if LoadCustomContent() below is NOT queued before the // said Installers have finished. This is just a workaround for the issue. The actual fix should be in // the Installers. Notice that the built-in loader of the game is also affected. do { yield return(null); yield return(null); lock (loadingLock) { i = mainThreadQueue.Count; } }while (i > 0); AssetLoader.Create().Setup(); LoadingManager.instance.QueueLoadingAction(AssetLoader.instance.LoadCustomContent()); RenderManager.Managers_CheckReferences(); LoadingManager.instance.QueueLoadingAction((IEnumerator)Util.Invoke(LoadingManager.instance, "EssentialScenesLoaded")); RenderManager.Managers_InitRenderData(); LoadingManager.instance.QueueLoadingAction((IEnumerator)Util.Invoke(LoadingManager.instance, "RenderDataReady")); simulationFailed = HasFailed(task); // Performance optimization: do not load scenes while custom assets are loading. while (!assetsFinished) { yield return(null); } scene = SimulationManager.instance.m_metaData.m_environment + "Properties"; if (!string.IsNullOrEmpty(scene)) { LoadingManager.instance.m_loadingProfilerScenes.BeginLoading(scene); op = SceneManager.LoadSceneAsync(scene, LoadSceneMode.Additive); while (!op.isDone) // IL_C47 { LoadingManager.instance.SetSceneProgress(0.85f + op.progress * 0.05f); yield return(null); } LoadingManager.instance.m_loadingProfilerScenes.EndLoading(); } if (!simulationFailed) { simulationFailed = HasFailed(task); } if (!string.IsNullOrEmpty(uiScene)) // IL_C67 { LoadingManager.instance.m_loadingProfilerScenes.BeginLoading(uiScene); op = SceneManager.LoadSceneAsync(uiScene, LoadSceneMode.Additive); while (!op.isDone) // IL_CDE { LoadingManager.instance.SetSceneProgress(0.90f + op.progress * 0.08f); yield return(null); } LoadingManager.instance.m_loadingProfilerScenes.EndLoading(); } LoadingManager.instance.m_loadedEnvironment = SimulationManager.instance.m_metaData.m_environment; // IL_CFE LoadingManager.instance.m_loadedMapTheme = SimulationManager.instance.m_metaData.m_MapThemeMetaData?.name; } else { scene = (string)Util.Invoke(LoadingManager.instance, "GetLoadingScene"); if (!string.IsNullOrEmpty(scene)) { LoadingManager.instance.m_loadingProfilerScenes.BeginLoading(scene); yield return(SceneManager.LoadSceneAsync(scene, LoadSceneMode.Additive)); LoadingManager.instance.m_loadingProfilerScenes.EndLoading(); } } LoadingManager.instance.SetSceneProgress(1f); // IL_DBF if (!simulationFailed) { simulationFailed = HasFailed(task); } while (!task.completedOrFailed) // IL_DED { yield return(null); } LoadingManager.instance.m_simulationDataLoaded = LoadingManager.instance.m_metaDataLoaded; LoadingManager.SimulationDataReadyHandler SimDataReady = Util.Get(LoadingManager.instance, "m_simulationDataReady") as LoadingManager.SimulationDataReadyHandler; SimDataReady?.Invoke(); SimulationManager.UpdateMode mode = SimulationManager.UpdateMode.Undefined; if (ngs != null) { mode = ngs.m_updateMode; } LoadingManager.instance.QueueLoadingAction(CheckPolicies()); LoadingManager.instance.QueueLoadingAction((IEnumerator)Util.Invoke(LoadingManager.instance, "LoadLevelComplete", mode)); // OnLevelLoaded PrefabLoader.instance?.Dispose(); LoadingManager.instance.QueueLoadingAction(LoadingComplete()); knownFastLoads[asset.checksum] = true; AssetLoader.PrintMem(); }