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295 lines (221 loc) · 7.1 KB
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var CONST = require('./const');
var Set = require('../structs/Set');
var XHRSettings = require('./XHRSettings');
var Event = require('./events/');
var EventDispatcher = require('../events/EventDispatcher');
var Class = require('../utils/Class');
// Phaser.Loader.BaseLoader
// To finish the loader ...
//
// 3) Progress update
var BaseLoader = new Class({
initialize:
function BaseLoader ()
{
this.events = new EventDispatcher();
// Move to a 'setURL' method?
this.baseURL = '';
this.path = '';
// Read from Game / Scene Config
this.enableParallel = true;
this.maxParallelDownloads = 4;
// xhr specific global settings (can be overridden on a per-file basis)
this.xhr = XHRSettings();
this.crossOrigin = undefined;
this.list = new Set();
this.inflight = new Set();
this.failed = new Set();
this.queue = new Set();
this.storage = new Set();
this.state = CONST.LOADER_IDLE;
},
addFile: function (file)
{
if (!this.isReady())
{
return -1;
}
file.path = this.path;
this.list.set(file);
return this;
},
// Is the Loader actively loading (or processing loaded files)
isLoading: function ()
{
return (this.state === CONST.LOADER_LOADING || this.state === CONST.LOADER_PROCESSING);
},
// Is the Loader ready to start a new load?
isReady: function ()
{
return (this.state === CONST.LOADER_IDLE || this.state === CONST.LOADER_COMPLETE || this.state === CONST.LOADER_FAILED);
},
start: function ()
{
console.log(this.scene.sys.settings.key, '- BaseLoader start. Files to load:', this.list.size);
if (!this.isReady())
{
return;
}
this.events.dispatch(new Event.LOADER_START_EVENT(this));
if (this.list.size === 0)
{
this.finishedLoading();
}
else
{
this.state = CONST.LOADER_LOADING;
this.failed.clear();
this.inflight.clear();
this.queue.clear();
this.queue.debug = true;
this.updateProgress();
this.processLoadQueue();
}
},
updateProgress: function ()
{
},
processLoadQueue: function ()
{
// console.log('======== BaseLoader processLoadQueue');
// console.log('List size', this.list.size);
// console.log(this.inflight.size, 'items still in flight. Can load another', (this.maxParallelDownloads - this.inflight.size));
var _this = this;
this.list.each(function (file)
{
if (file.state === CONST.FILE_PENDING && _this.inflight.size < _this.maxParallelDownloads)
{
_this.inflight.set(file);
_this.list.delete(file);
_this.loadFile(file);
}
if (_this.inflight.size === _this.maxParallelDownloads)
{
// Tells the Set iterator to abort
return false;
}
});
},
// private
loadFile: function (file)
{
// console.log('LOADING', file.key);
// If the file doesn't have its own crossOrigin set,
// we'll use the Loaders (which is undefined by default)
if (!file.crossOrigin)
{
file.crossOrigin = this.crossOrigin;
}
file.load(this.nextFile.bind(this), this.baseURL);
},
nextFile: function (previousFile, success)
{
// console.log('LOADED:', previousFile.src, success);
// Move the file that just loaded from the inflight list to the queue or failed Set
if (success)
{
this.queue.set(previousFile);
}
else
{
this.failed.set(previousFile);
}
this.inflight.delete(previousFile);
if (this.list.size > 0)
{
// console.log('nextFile - still something in the list');
this.processLoadQueue();
}
else if (this.inflight.size === 0)
{
// console.log('nextFile calling finishedLoading');
this.finishedLoading();
}
},
finishedLoading: function ()
{
// console.log('---> BaseLoader.finishedLoading PROCESSING', this.queue.size, 'files');
this.state = CONST.LOADER_PROCESSING;
this.storage.clear();
var _this = this;
this.queue.each(function (file)
{
// console.log('%c Calling process on ' + file.key, 'color: #000000; background: #ffff00;');
file.onProcess(_this.processUpdate.bind(_this));
});
},
// Called automatically by the File when it has finished processing
processUpdate: function (file)
{
// console.log('-> processUpdate', file.key, file.state);
// This file has failed to load, so move it to the failed Set
if (file.state === CONST.FILE_ERRORED)
{
this.failed.set(file);
if (file.linkFile)
{
this.queue.delete(file.linkFile);
}
return this.removeFromQueue(file);
}
// If we got here, then the file loaded
// Special handling for multi-part files
if (file.linkFile)
{
if (file.state === CONST.FILE_COMPLETE && file.linkFile.state === CONST.FILE_COMPLETE)
{
// Partner has loaded, so add them both to Storage
this.storage.set({ type: file.linkType, fileA: file, fileB: file.linkFile });
this.queue.delete(file.linkFile);
this.removeFromQueue(file);
}
}
else
{
this.storage.set(file);
this.removeFromQueue(file);
}
},
removeFromQueue: function (file)
{
this.queue.delete(file);
if (this.queue.size === 0 && this.state === CONST.LOADER_PROCESSING)
{
// We've processed all the files we loaded
this.processComplete();
}
},
processComplete: function ()
{
console.log(this.scene.sys.settings.key, '- Loader Complete. Loaded:', this.storage.size, 'Failed:', this.failed.size);
this.list.clear();
this.inflight.clear();
this.queue.clear();
if (this.processCallback)
{
this.processCallback();
}
this.state = CONST.LOADER_COMPLETE;
this.events.dispatch(new Event.LOADER_COMPLETE_EVENT(this));
},
reset: function ()
{
this.list.clear();
this.inflight.clear();
this.failed.clear();
this.queue.clear();
this.storage.clear();
this.events.removeAll('LOADER_START_EVENT');
this.events.removeAll('LOADER_COMPLETE_EVENT');
this.tag = '';
this.path = '';
this.baseURL = '';
this.state = CONST.LOADER_IDLE;
},
destroy: function ()
{
this.reset();
this.state = CONST.LOADER_DESTROYED;
}
});
module.exports = BaseLoader;