mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
179 lines
No EOL
6 KiB
C#
179 lines
No EOL
6 KiB
C#
using SanAndreasUnity.Importing.RenderWareStream;
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using SanAndreasUnity.Utilities;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using System.Runtime.CompilerServices;
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namespace SanAndreasUnity.Importing.Archive
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{
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public interface IArchive
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{
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IEnumerable<string> GetAllFiles();
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IEnumerable<string> GetFileNamesWithExtension(string ext);
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bool ContainsFile(string name);
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Stream ReadFile(string name);
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int NumLoadedEntries { get; }
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}
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/// <summary>
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/// Handles archive loading and reading. You should never read from archives manually, but always use this class, because it provides thread safety.
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/// </summary>
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public static class ArchiveManager
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{
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public static string ModelsDir { get { return Path.Combine(Config.GamePath, "models"); } }
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public static string DataDir { get { return Path.Combine(Config.GamePath, "data"); } }
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public static string GetPath(params string[] relative)
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{
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return relative.Aggregate(Config.GamePath, Path.Combine).Replace('/', Path.DirectorySeparatorChar).Replace('\\', Path.DirectorySeparatorChar);
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static string GetCaseSensitiveFilePath(string fileName)
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{
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string filePath = null;
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foreach(var archive in _sLoadedArchives.OfType<LooseArchive>())
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{
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if (archive.GetFilePath(fileName, ref filePath))
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return filePath;
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}
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throw new FileNotFoundException(fileName);
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static string PathToCaseSensitivePath(string path)
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{
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return ArchiveManager.GetCaseSensitiveFilePath(Path.GetFileName(path));
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}
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private static readonly List<IArchive> _sLoadedArchives = new List<IArchive>();
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static int GetNumArchives()
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{
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return _sLoadedArchives.Count;
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static int GetTotalNumLoadedEntries()
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{
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return _sLoadedArchives.Sum(a => a.NumLoadedEntries);
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static List<string> GetAllEntries()
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{
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return _sLoadedArchives
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.SelectMany(a => a.GetAllFiles())
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.ToList();
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static LooseArchive LoadLooseArchive(string dirPath)
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{
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var arch = LooseArchive.Load(dirPath);
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_sLoadedArchives.Add(arch);
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return arch;
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static ImageArchive LoadImageArchive(string filePath)
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{
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var arch = ImageArchive.Load(filePath);
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_sLoadedArchives.Add(arch);
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return arch;
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static bool FileExists(string name)
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{
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return _sLoadedArchives.Any(x => x.ContainsFile(name));
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static void GetFileNamesWithExtension(string ext, List<string> fileNames)
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{
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foreach (var archive in _sLoadedArchives)
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fileNames.AddRange(archive.GetFileNamesWithExtension(ext));
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static List<string> GetFileNamesWithExtension(string ext)
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{
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var list = new List<string>();
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GetFileNamesWithExtension(ext, list);
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return list;
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static List<string> GetFilePathsFromLooseArchivesWithExtension(string ext)
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{
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var list = new List<string>();
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foreach (var archive in _sLoadedArchives.OfType<LooseArchive>())
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{
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foreach (string fileName in archive.GetFileNamesWithExtension(ext))
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{
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string filePath = null;
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archive.GetFilePath(fileName, ref filePath);
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list.Add(filePath);
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}
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}
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return list;
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}
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[MethodImpl(MethodImplOptions.Synchronized)]
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public static Stream ReadFile(string name)
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{
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var arch = _sLoadedArchives.FirstOrDefault(x => x.ContainsFile(name));
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if (arch == null) throw new FileNotFoundException(name);
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// get a stream and build memory stream out of it - this will ensure thread safe access
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var stream = arch.ReadFile(name);
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byte[] buffer = new byte[stream.Length];
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stream.Read (buffer, 0, (int) stream.Length);
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stream.Dispose ();
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return new MemoryStream (buffer);
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}
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// this method should not be synchronized, because thread would block while
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// archive is being read, but the thread only wants to register a job and continue
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// [MethodImpl(MethodImplOptions.Synchronized)]
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public static void ReadFileAsync(string name, float loadPriority, System.Action<Stream> onFinish)
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{
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Behaviours.LoadingThread.RegisterJob (new Behaviours.LoadingThread.Job<Stream> () {
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priority = loadPriority,
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action = () => ReadFile( name ),
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callbackFinish = (stream) => { onFinish(stream); },
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});
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}
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[MethodImpl(MethodImplOptions.Synchronized)] // ensure section is read, before another thread can read archives
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public static TSection ReadFile<TSection>(string name)
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where TSection : SectionData
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{
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using (var stream = ReadFile(name))
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{
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var section = Section<SectionData>.ReadData(stream) as TSection;
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if (section == null)
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{
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throw new ArgumentException(string.Format("File \"{0}\" is not a {1}!", name, typeof(TSection).Name), "name");
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}
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return section;
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}
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}
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}
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} |