Asset Loading Fix (#843)

* (hopefullyt) fix asset loading issue

* let mis-packed games load from res

timing display tweak

* fix initial pre-load not actually preloading needed games

fix mr upbeat metronome

* let's try this resyncing again
This commit is contained in:
minenice55 2024-04-08 22:01:18 -04:00 committed by GitHub
parent 9045d1d8f1
commit e2302216a2
7 changed files with 112 additions and 85 deletions

View file

@ -96,9 +96,7 @@ namespace HeavenStudio
private float timelineVolume = 1f;
private float minigameVolume = 1f;
const bool doPitchResync = false;
public void SetTimelinePitch(float pitch, bool resync = false)
public void SetTimelinePitch(float pitch)
{
if (isPaused || deferTimeKeeping) return;
if (pitch != 0 && pitch != timelinePitch)
@ -111,17 +109,17 @@ namespace HeavenStudio
if (musicSource != null && musicSource.clip != null)
{
musicSource.pitch = SongPitch;
if (doPitchResync && isPlaying && resync && !deferTimeKeeping)
if (isPlaying && !(isPaused || deferTimeKeeping))
{
time = MapTimeToPitchChanges(absTime + absTimeAdjust);
songPos = startPos + time;
songPosBeat = GetBeatFromSongPos(songPos);
SeekMusicToTime(songPos, firstBeatOffset);
songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
}
}
}
public void SetMinigamePitch(float pitch, bool resync = false)
public void SetMinigamePitch(float pitch)
{
if (isPaused || deferTimeKeeping || !isPlaying) return;
if (pitch != 0 && pitch != minigamePitch)
@ -134,12 +132,12 @@ namespace HeavenStudio
if (musicSource != null && musicSource.clip != null)
{
musicSource.pitch = SongPitch;
if (doPitchResync && isPlaying && resync && !deferTimeKeeping)
if (isPlaying && !(isPaused || deferTimeKeeping))
{
time = MapTimeToPitchChanges(absTime + absTimeAdjust);
songPos = startPos + time;
songPosBeat = GetBeatFromSongPos(songPos);
SeekMusicToTime(songPos, firstBeatOffset);
songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
}
}
}
@ -171,7 +169,7 @@ namespace HeavenStudio
songPosBeat = GetBeatFromSongPos(time);
gameManager.SetCurrentEventToClosest(beat);
gameManager.SetCurrentEventToClosest(beat, true);
}
public void PlaySetup(double beat)

View file

@ -118,24 +118,22 @@ namespace HeavenStudio
public static List<RiqEntity> GetAllInGameManagerList(string gameName, string[] include)
{
List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in include)
Predicate<RiqEntity> match = c =>
{
temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
}
return temp2;
string[] details = c.datamodel.Split('/');
return details[0] == gameName && include.Contains(details[1]);
};
return instance.gameManager.Beatmap.Entities.FindAll(match);
}
public static List<RiqEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
{
List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in exclude)
Predicate<RiqEntity> match = c =>
{
temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
}
return temp2;
string[] details = c.datamodel.Split('/');
return details[0] == gameName && !exclude.Contains(details[1]);
};
return instance.gameManager.Beatmap.Entities.FindAll(match);
}
public static List<Minigames.Minigame> FXOnlyGames()

View file

@ -22,7 +22,6 @@ namespace HeavenStudio
[Header("Lists")]
[NonSerialized] public RiqBeatmap Beatmap = new();
private Dictionary<string, GameObject> cachedGamePrefabs = new();
[NonSerialized] public ObjectPool<Sound> SoundObjects;
[Header("Components")]
@ -372,7 +371,7 @@ namespace HeavenStudio
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
Minigames.Minigame inf;
//seek ahead to preload games that have assetbundles
// seek ahead to preload games that have assetbundles
if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0)
{
if (start + seekTime >= allGameSwitches[currentPreSwitch].beat)
@ -723,7 +722,7 @@ namespace HeavenStudio
conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
conductor.firstBeatOffset = Beatmap.data.offset;
conductor.PlaySetup(beat);
SetCurrentEventToClosest(beat);
SetCurrentEventToClosest(beat, true);
Debug.Log("Playing at " + beat);
KillAllSounds();
@ -845,7 +844,7 @@ namespace HeavenStudio
WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0);
WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
WaitUntil yieldGame = null;
List<Minigames.Minigame> gamesToPreload = SeekAheadAndPreload(beat, 4f);
List<Minigames.Minigame> gamesToPreload = SetCurrentEventToClosest(beat, true);
Debug.Log($"Preloading {gamesToPreload.Count} games");
if (gamesToPreload.Count > 0)
{
@ -974,9 +973,10 @@ namespace HeavenStudio
return 0;
}
public void SetCurrentEventToClosest(double beat, bool canPreload = false)
public List<Minigames.Minigame> SetCurrentEventToClosest(double beat, bool canPreload = false)
{
SortEventsList();
List<Minigames.Minigame> preload = new();
onBeatChanged?.Invoke(beat);
if (Beatmap.Entities.Count > 0)
{
@ -984,15 +984,13 @@ namespace HeavenStudio
currentPreEvent = GetIndexAfter(eventBeats, beat);
currentPreSequence = GetIndexAfter(eventBeats, beat);
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split("/")[1] == "switchGame");
string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0);
if (gameSwitchs.Count > 0)
if (allGameSwitches.Count > 0)
{
int index = GetIndexBefore(gameSwitchs.Select(c => c.beat).ToList(), beat);
int index = GetIndexBefore(allGameSwitches.Select(c => c.beat).ToList(), beat);
currentPreSwitch = index;
var closestGameSwitch = gameSwitchs[index];
var closestGameSwitch = allGameSwitches[index];
if (closestGameSwitch.beat <= beat)
{
newGame = closestGameSwitch.datamodel.Split(2);
@ -1007,7 +1005,7 @@ namespace HeavenStudio
{
if (index - 1 >= 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
newGame = allGameSwitches[index - 1].datamodel.Split(2);
}
else
{
@ -1015,13 +1013,17 @@ namespace HeavenStudio
}
}
}
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == MathUtils.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
}
if (!GetGameInfo(newGame).fxOnly)
{
if (canPreload)
{
Minigames.Minigame inf = GetGameInfo(newGame);
if (inf != null)
{
preload.Add(inf);
}
StartCoroutine(WaitAndSetGame(newGame));
}
else
@ -1091,7 +1093,8 @@ namespace HeavenStudio
}
onSectionChange?.Invoke(currentSection, lastSection);
SeekAheadAndPreload(beat);
preload.AddRange(SeekAheadAndPreload(beat));
return preload;
}
#endregion
@ -1124,7 +1127,7 @@ namespace HeavenStudio
}
}
while (beat + 0.25 > Math.Max(conductor.songPositionInBeatsAsDouble, 0))
while (conductor.GetUnSwungBeat(beat + 0.25) > Math.Max(conductor.unswungSongPositionInBeatsAsDouble, 0))
{
if (!conductor.isPlaying)
{
@ -1165,13 +1168,18 @@ namespace HeavenStudio
public void DestroyGame()
{
cachedGamePrefabs.Clear();
SoundByte.UnloadAudioClips();
SetGame("noGame");
}
string currentGameRequest = null;
private IEnumerator WaitAndSetGame(string game, bool useMinigameColor = true)
{
if (game == currentGameRequest)
{
yield break;
}
currentGameRequest = game;
var inf = GetGameInfo(game);
if (inf != null && inf.usesAssetBundle)
{
@ -1179,13 +1187,15 @@ namespace HeavenStudio
{
// Debug.Log($"ASYNC loading assetbundles for game {game}");
inf.LoadAssetsAsync().Forget();
}
yield return new WaitUntil(() => inf.AssetsLoaded);
}
SetGame(game, useMinigameColor);
currentGameRequest = null;
}
else
{
SetGame(game, useMinigameColor);
currentGameRequest = null;
}
}
@ -1200,10 +1210,14 @@ namespace HeavenStudio
public GameObject GetGame(string name)
{
var gameInfo = GetGameInfo(name);
if (name is null or "" or "noGame")
{
return Resources.Load<GameObject>($"Games/noGame");
}
Minigames.Minigame gameInfo = GetGameInfo(name);
if (gameInfo != null)
{
GameObject prefab;
if (gameInfo.inferred)
{
return Resources.Load<GameObject>($"Games/noGame");
@ -1226,6 +1240,8 @@ namespace HeavenStudio
return Resources.Load<GameObject>($"Games/noGame");
}
}
GameObject prefab;
if (gameInfo.usesAssetBundle)
{
//game is packed in an assetbundle, load from that instead
@ -1251,6 +1267,7 @@ namespace HeavenStudio
}
}
}
// games with no assetbundle (usually indev games)
prefab = Resources.Load<GameObject>($"Games/{name}");
if (prefab != null)
{

View file

@ -10,7 +10,8 @@ namespace HeavenStudio.Games.Loaders
using static Minigames;
public static class AgbUpbeatLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
public static Minigame AddGame(EventCaller eventCaller)
{
RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
{
if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease"))
@ -133,9 +134,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
},
},
new List<string>() {"agb", "keep"},
new List<string>() { "agb", "keep" },
"agboffbeat", "en",
new List<string>() {},
new List<string>() { },
chronologicalSortKey: 101
);
}
@ -197,7 +198,8 @@ namespace HeavenStudio.Games
{
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
if (beat >= startBlippingBeat) {
if (beat >= startBlippingBeat)
{
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
@ -209,17 +211,22 @@ namespace HeavenStudio.Games
var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
if (bgColorEntity != null) {
if (bgColorEntity != null)
{
bg.color = bgColorEntity["end"];
}
if (upbeatColorEntity != null) {
if (upbeatColorEntity != null)
{
blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
Color shadowColor = upbeatColorEntity["shadowColor"];
if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr)
{
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
}
} else {
}
else
{
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
}
}
@ -227,31 +234,33 @@ namespace HeavenStudio.Games
public void Update()
{
bg.color = bgColorEase.GetColor();
if (conductor.isPlaying && !conductor.isPaused) {
var songPos = conductor.songPositionInBeatsAsDouble;
if (conductor.isPlaying && !conductor.isPaused)
{
double songPos = conductor.songPositionInBeatsAsDouble;
if (songPos >= startSteppingBeat - 2) {
if (songPos >= startSteppingBeat - 2)
{
man.canStep = true;
}
if (songPos >= startSteppingBeat) {
if (songPos >= startSteppingBeat)
{
RecursiveStepping(startSteppingBeat);
startSteppingBeat = double.MaxValue;
}
if (songPos >= startBlippingBeat) {
if (songPos >= startBlippingBeat)
{
man.RecursiveBlipping(startBlippingBeat);
startBlippingBeat = double.MaxValue;
}
if (songPos > metronomeBeat + 1)
if (metronomeBeat != double.MaxValue)
{
metronomeAnim.Play("MetronomeGo" + currentMetronomeDir, -1, 1);
metronomeAnim.speed = 0;
}
else if (songPos >= metronomeBeat)
{
metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, ignoreSwing: false);
currentMetronomeDir = songPos >= metronomeBeat && songPos <= metronomeBeat + 1
? (stepIterate % 2 == 0) ? "Right" : "Left"
: (stepIterate % 2 == 1) ? "Right" : "Left";
metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, clamp: true, ignoreSwing: false);
}
}
}
@ -282,7 +291,8 @@ namespace HeavenStudio.Games
public static void PrePrepare(double beat, float length, bool mrDownbeat)
{
bool isGame = GameManager.instance.currentGame == "mrUpbeat";
if (!mrDownbeat) {
if (!mrDownbeat)
{
beat = Mathf.Floor((float)beat) + 0.5;
length = Mathf.Round(length);
}
@ -299,12 +309,12 @@ namespace HeavenStudio.Games
private void RecursiveStepping(double beat)
{
if (stopStepping) {
if (stopStepping)
{
stopStepping = false;
return;
}
currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left";
SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}");
SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
metronomeBeat = beat;
ScheduleStep(beat);
BeatAction.New(this, new List<BeatAction.Action>() {
@ -319,9 +329,9 @@ namespace HeavenStudio.Games
for (int i = 0; i < length; i++)
{
ScheduleStep(beat + i);
actions.Add(new BeatAction.Action(beat + i, delegate {
currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left";
SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}");
actions.Add(new BeatAction.Action(beat + i, delegate
{
SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
metronomeBeat = beat + i;
stepIterate++;
}));
@ -335,7 +345,8 @@ namespace HeavenStudio.Games
if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
List<MultiSound.Sound> inactiveBlips = new();
for (int i = 0; i < gameSwitch.beat - beat; i++) {
for (int i = 0; i < gameSwitch.beat - beat; i++)
{
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
}
@ -362,7 +373,8 @@ namespace HeavenStudio.Games
{
blipMaterial.SetColor("_ColorBravo", blipColor);
if (setShadow) foreach (var shadow in shadowSr) {
if (setShadow) foreach (var shadow in shadowSr)
{
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
}
}
@ -384,8 +396,9 @@ namespace HeavenStudio.Games
public static void CountIn(double beat, float length, bool a)
{
var sound = new List<MultiSound.Sound>();
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
for (int i = 0; i < 4; i++) {
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length / 4))));
for (int i = 0; i < 4; i++)
{
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
}

View file

@ -102,7 +102,7 @@ namespace HeavenStudio.Games
}
if (Conductor.instance.isPlaying)
{
Conductor.instance.SetMinigamePitch(1f, true);
Conductor.instance.SetMinigamePitch(1f);
}
}

View file

@ -395,8 +395,10 @@ namespace HeavenStudio
public bool usesAssetBundle => wantAssetBundle is not null or "";
public bool hasLocales => supportedLocales.Count > 0;
public bool AssetsLoaded => ((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded && loadComplete;
public bool AssetsLoaded => ((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded && (!loadingPrefab) && loadComplete;
public bool AlreadyLoading => alreadyLoading;
public bool LoadingPrefab => loadingPrefab;
public bool SequencesPreloaded => soundSequences != null;
public string LoadableName => inferred ? "noGame" : name;
public GameObject LoadedPrefab => loadedPrefab;
@ -410,6 +412,7 @@ namespace HeavenStudio
private bool localePreloaded = false;
private GameObject loadedPrefab = null;
bool loadingPrefab = false;
bool loadComplete = false;
private SoundSequence.SequenceKeyValue[] soundSequences = null;
@ -510,6 +513,7 @@ namespace HeavenStudio
if (alreadyLoading || AssetsLoaded || !usesAssetBundle) return;
loadComplete = false;
alreadyLoading = true;
loadingPrefab = true;
await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync());
await UniTask.WhenAll(LoadGamePrefabAsync(), LoadCommonAudioClips(), LoadLocalizedAudioClips());
SoundByte.PreloadGameAudioClips(this);
@ -585,6 +589,7 @@ namespace HeavenStudio
soundSequences = minigame.SoundSequences;
}
loadedPrefab = prefab;
loadingPrefab = false;
}
public GameObject LoadGamePrefab()
@ -636,6 +641,7 @@ namespace HeavenStudio
}
SoundByte.UnloadAudioClips(name);
loadComplete = false;
loadingPrefab = false;
}
}

View file

@ -155,6 +155,8 @@ namespace HeavenStudio.Common
{
case Rating.OK:
it = OK;
// makes the explosion smaller with less accurate inputs
it.transform.localScale = Vector3.one * (1f - (frac / 2f));
break;
case Rating.Just:
it = Just;
@ -165,13 +167,6 @@ namespace HeavenStudio.Common
}
}
// makes the explosion smaller with less accurate inputs
if (it == OK)
{
float okScalar = 1 - (frac / 2);
it.transform.localScale = new Vector3(okScalar, okScalar, it.transform.localScale.z);
}
it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0);
it.GetComponent<ParticleSystem>().Play();
}