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#pragma once
#include "Configuration/UnityConfigure.h"
#include "Runtime/BaseClasses/NamedObject.h"
#include "Runtime/Threads/Thread.h"
#include "Runtime/Threads/Mutex.h"
#include "ResourceManager.h"
#include "Runtime/Threads/Semaphore.h"
#include "AsyncOperation.h"
#include "Runtime/Serialize/AwakeFromLoadQueue.h"
struct MonoDomain;
class PreloadManagerOperation;
class AssetBundle;
class PreloadData : public NamedObject
{
public:
DECLARE_OBJECT_SERIALIZE (PreloadData)
REGISTER_DERIVED_CLASS (PreloadData, NamedObject)
PreloadData (MemLabelId label, ObjectCreationMode mode) : Super(label, mode) { }
// ~PreloadData (); declared-by-macro
virtual bool ShouldIgnoreInGarbageDependencyTracking () { return true; }
std::vector<PPtr<Object> > m_Assets;
};
class PreloadManager
{
#if THREADED_LOADING
Thread m_Thread;
Semaphore m_IntegrationSemaphore;
Mutex m_QueueMutex;
Mutex m_LoadingMutex;
#endif
std::vector<PreloadManagerOperation*> m_PreloadQueue;
std::vector<PreloadManagerOperation*> m_CallCoroutineCallbackQueue;
PreloadManagerOperation* m_ProcessingOperation;
PreloadManagerOperation* volatile m_IntegrationOperation;
#if ENABLE_MONO
MonoDomain* m_InitDomain;
#endif
static void* Run (void* managerPtr);
void Run ();
void ProcessPreloadOperation ();
void InvokeCoroutineCallbacks ();
static size_t FindTopPriorityOperation (std::vector<PreloadManagerOperation*>& ops);
public:
PreloadManager();
~PreloadManager();
bool IsLoading();
bool IsLoadingOrQueued();
bool IsLoadingOrQueuedLevel();
void AddToQueue (PreloadManagerOperation* operation);
void LockPreloading ();
void UnlockPreloading ();
void UpdatePreloading ();
void SetThreadPriority(ThreadPriority p);
ThreadPriority GetThreadPriority ();
#if UNITY_EDITOR
void RemoveStopPlaymodeOperations ();
#endif
void WaitForAllAsyncOperationsToComplete();
void Stop();
private:
void UpdatePreloadingSingleStep (bool stopPreloadManager);
};
PreloadManager& GetPreloadManager();
void ReleasePreloadManager();
void StopPreloadManager();
class PreloadManagerOperation : public AsyncOperation
{
protected:
int m_Priority;
bool m_Complete;
float m_Progress;
PreloadManagerOperation () { m_Priority = 0; m_Complete = false; m_Progress = 0.0F; }
public:
virtual int GetPriority () { return m_Priority; }
virtual void SetPriority (int priority) { m_Priority = priority; }
virtual float GetProgress ();
/// Returns true when the operation has completed.
/// Subclasses must set m_Complete to true from either Perform or IntegrateMainThread.
virtual bool IsDone ();
/// Performs the actual work on the preload manager thread
virtual void Perform () = 0;
/// When complete gives the operation a chance to integrate some work on the main thread,
/// without any other preload operation running at the same time
virtual void IntegrateMainThread () { }
/// Override this and return true if you want IntegrateMainThread to be called.
virtual bool HasIntegrateMainThread () { return false; }
/// Do we have to complete the preload operation by the next frame?
virtual bool MustCompleteNextFrame () { return false; }
#if UNITY_EDITOR
virtual bool IsPlaymodeLoadLevel () { return false; }
#endif
#if ENABLE_PROFILER
virtual std::string GetDebugName () = 0;
#endif
};
///@TODO: We should seperate SceneLoading from assetbundle loading code here. Make it into two AsyncOperation classes.
class PreloadLevelOperation : public PreloadManagerOperation
{
public:
static void PreloadBundleSync (AssetBundle& bundle, const std::string& name);
static PreloadLevelOperation* LoadAssetBundle (AssetBundle& bundle, const std::string& name);
enum LoadingMode { kLoadLevel = 0, kLoadAdditiveLevel = 1, kLoadMainData = 2, kLoadAssetBundle = 3, kOpenSceneEditor = 3, kOpenSceneEditorPlaymode = 4, kLoadEditorAdditiveLevel = 5 };
static PreloadLevelOperation* LoadLevel (const std::string& levelPath, const std::string& levelAssetPath, int levelIndex, LoadingMode mode, bool mustCompleteNextFrame);
virtual void IntegrateMainThread ();
virtual bool HasIntegrateMainThread ();
virtual bool GetAllowSceneActivation ();
virtual void SetAllowSceneActivation (bool allow);
virtual void Perform ();
virtual bool MustCompleteNextFrame () { return m_MustCompleteNextFrame; }
#if ENABLE_PROFILER
virtual std::string GetDebugName () { return m_DebugName; }
#endif
#if UNITY_EDITOR
virtual bool IsPlaymodeLoadLevel () { return m_LoadMode == kLoadLevel || m_LoadMode == kLoadAdditiveLevel; }
#endif
private:
bool m_AllowSceneActivation;
dynamic_array<SInt32> m_PreloadAssets;
int m_LoadLevelIndex;
std::string m_LevelPath;
std::string m_LevelAssetDataPath;
LoadingMode m_LoadMode;
bool m_MustCompleteNextFrame;
AwakeFromLoadQueue m_AwakeFromLoadQueue;
#if ENABLE_PROFILER
std::string m_DebugName;
#endif
void CleanupMemory();
PreloadLevelOperation ();
virtual ~PreloadLevelOperation ();
static PreloadLevelOperation* CreateDummy ();
};
class UnloadUnusedAssetsOperation : public PreloadManagerOperation
{
UnloadUnusedAssetsOperation () : PreloadManagerOperation () { }
public:
static UnloadUnusedAssetsOperation* UnloadUnusedAssets ();
virtual void IntegrateMainThread ();
virtual bool HasIntegrateMainThread () {return true;}
virtual void Perform () {}
#if ENABLE_PROFILER
virtual std::string GetDebugName () { return "Garbage Collect Assets"; }
#endif
};
void UnloadUnusedAssetsImmediate (bool managedObjects);
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