293 lines
9.0 KiB
C#
293 lines
9.0 KiB
C#
using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using BrewMonster;
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using BrewMonster.Scripts;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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public class LitModelHolder : MonoBehaviour
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{
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[SerializeField] private AddressableObject[] addressableObjects;
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private CECHostPlayer _hostPlayer;
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[Header("Distance Streaming")]
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[SerializeField] private float _loadImmediateDistance = 200f;
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[SerializeField] private float _paddingDistance = 400f;
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[Header("Performance")]
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[SerializeField] private float _checkIntervalSeconds = 0.25f;
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[SerializeField] private float _minHostMoveToUpdate = 2.0f;
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[SerializeField] private int _scanChunkSize = 64;
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[SerializeField] private int _maxLoadsPerTick = 4;
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[SerializeField] private int _maxUnloadsPerTick = 16;
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private int _scanIndex = 0;
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private List<AddressableObject> _objectsToLoad = new List<AddressableObject>();
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private List<AddressableObject> _objectsToUnload = new List<AddressableObject>();
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private Vector3 _lastHostPos;
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private bool _hasLastHostPos = false;
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private AddressableObject _currentObjectToCheck; // the object that we're currently checking for loading/unloading.
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private async void Awake()
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{
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CancellationToken destroyToken = this.GetCancellationTokenOnDestroy();
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// Wait until Addressables are initialized.
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while (!AddressableManager.Instance.IsInitialized())
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{
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await UniTask.DelayFrame(1, cancellationToken: destroyToken);
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}
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while (_hostPlayer == null)
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{
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_hostPlayer = GetHostPlayer();
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await UniTask.Delay(100);
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continue;
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}
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while (!_hostPlayer.IsAllResReady())
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{
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await UniTask.Delay(100);
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continue;
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}
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// run this once at the beginning of the game. So we can load all the objects that are close to the host player.
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await LoadObjectBaseOnDistance(destroyToken);
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// Start distance-based streaming loop. This will be running continuously in the background.
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StreamByDistanceLoop(destroyToken).Forget();
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}
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private async UniTask LoadObjectBaseOnDistance(CancellationToken destroyToken)
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{
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if (_paddingDistance < _loadImmediateDistance)
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{
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_paddingDistance = _loadImmediateDistance;
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}
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float immediateSqr = _loadImmediateDistance * _loadImmediateDistance;
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float paddingSqr = _paddingDistance * _paddingDistance;
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while (_hostPlayer == null)
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{
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_hostPlayer = GetHostPlayer();
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if (_hostPlayer != null) break; // we found the host player.
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await UniTask.Delay(10);
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continue;
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}
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await UniTask.DelayFrame(1); // wait for the host player to be initialized.
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await TickStreaming(_hostPlayer.transform.position, immediateSqr, paddingSqr, destroyToken);
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}
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private async UniTask StreamByDistanceLoop(CancellationToken destroyToken)
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{
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if (_paddingDistance < _loadImmediateDistance)
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{
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_paddingDistance = _loadImmediateDistance;
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}
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float immediateSqr = _loadImmediateDistance * _loadImmediateDistance;
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float paddingSqr = _paddingDistance * _paddingDistance;
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int intervalMs = Mathf.Max(10, Mathf.RoundToInt(_checkIntervalSeconds * 1000f));
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float minMoveSqr = _minHostMoveToUpdate * _minHostMoveToUpdate;
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while (!destroyToken.IsCancellationRequested)
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{
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if (_hostPlayer == null)
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{
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_hostPlayer = GetHostPlayer();
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if (_hostPlayer != null) break; // we found the host player.
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await UniTask.Delay(1000, cancellationToken: destroyToken);
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continue;
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}
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Vector3 hostPos = _hostPlayer.transform.position;
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if (_hasLastHostPos)
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{
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if ((hostPos - _lastHostPos).sqrMagnitude < minMoveSqr)
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{
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await UniTask.Delay(intervalMs, cancellationToken: destroyToken);
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continue;
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}
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}
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_hasLastHostPos = true;
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_lastHostPos = hostPos;
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await TickStreaming(hostPos, immediateSqr, paddingSqr, destroyToken);
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await UniTask.Delay(intervalMs, cancellationToken: destroyToken);
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}
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}
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private async UniTask TickStreaming(Vector3 hostPos, float immediateSqr, float paddingSqr, CancellationToken destroyToken)
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{
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if (addressableObjects == null || addressableObjects.Length == 0)
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{
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return;
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}
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int count = addressableObjects.Length;
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int chunk = _scanChunkSize <= 0 ? count : Mathf.Min(_scanChunkSize, count);
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int loads = 0;
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int unloads = 0;
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for (int i = 0; i < chunk; i++)
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{
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if (_scanIndex >= count)
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{
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_scanIndex = 0;
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}
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_currentObjectToCheck = addressableObjects[_scanIndex];
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_scanIndex++;
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if (_currentObjectToCheck == null)
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{
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continue;
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}
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float distSqr = (_currentObjectToCheck.transform.position - hostPos).sqrMagnitude;
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if (distSqr <= immediateSqr)
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{
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if (!_currentObjectToCheck.IsLoaded && !_currentObjectToCheck.IsLoading)
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{
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_currentObjectToCheck.LoadAsset().Forget();
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}
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}
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else if (distSqr > paddingSqr)
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{
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if (_currentObjectToCheck.IsLoaded || _currentObjectToCheck.IsLoading)
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{
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_objectsToUnload.Add(_currentObjectToCheck);
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}
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}
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}
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// unload the objects that are too far away.
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foreach (var obj in _objectsToUnload)
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{
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obj.UnloadAsset();
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}
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}
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/// <summary>
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/// Get the Host Player instance.
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/// </summary>
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/// <returns></returns>
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private CECHostPlayer GetHostPlayer()
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{
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return CECGameRun.Instance.GetHostPlayer();
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}
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private void OnDestroy()
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{
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if (addressableObjects == null)
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{
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return;
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}
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for (int i = 0; i < addressableObjects.Length; i++)
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{
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AddressableObject obj = addressableObjects[i];
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if (obj == null)
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{
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continue;
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}
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if (obj.IsLoaded || obj.IsLoading)
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{
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obj.UnloadAsset();
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}
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}
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}
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// Keep this part of the code for the initial setup of the addressable objects.
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// We have to run this once on every scene.
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#if UNITY_EDITOR
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[SerializeField] private GameObject[] originalObjects;
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[ContextMenu("Setup Addressable Objects")]
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public void SetupAddressableObjects()
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{
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foreach (var originalObject in originalObjects)
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{
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var addressableObject = originalObject.GetComponent<AddressableObject>();
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if (addressableObject == null)
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{
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addressableObject = originalObject.AddComponent<AddressableObject>();
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}
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if (addressableObject != null)
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{
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addressableObject.GetAssetPath();
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}
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}
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}
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[ContextMenu("Validate Addressable Objects")]
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private void ValidateAddressableObjects()
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{
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if (addressableObjects == null || addressableObjects.Length == 0)
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{
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Debug.LogWarning("[LitModelHolder] addressableObjects is empty.");
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return;
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}
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int nullCount = 0;
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int emptyPathCount = 0;
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int multiChildCount = 0;
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var pathCounts = new System.Collections.Generic.Dictionary<string, int>();
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for (int i = 0; i < addressableObjects.Length; i++)
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{
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AddressableObject obj = addressableObjects[i];
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if (obj == null)
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{
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nullCount++;
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continue;
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}
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if (string.IsNullOrEmpty(obj.assetPath))
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{
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emptyPathCount++;
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}
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else
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{
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pathCounts.TryGetValue(obj.assetPath, out int c);
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pathCounts[obj.assetPath] = c + 1;
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}
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// If this is > 1 it often indicates duplicate instantiation under the anchor.
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if (obj.transform.childCount > 1)
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{
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multiChildCount++;
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}
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}
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int duplicatePathKeys = 0;
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foreach (var kvp in pathCounts)
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{
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if (kvp.Value > 1)
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{
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duplicatePathKeys++;
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}
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}
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Debug.Log($"[LitModelHolder] ValidateAddressableObjects:\n" +
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$"- total={addressableObjects.Length}\n" +
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$"- nullEntries={nullCount}\n" +
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$"- emptyAssetPath={emptyPathCount}\n" +
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$"- duplicateAssetPathKeys={duplicatePathKeys}\n" +
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$"- anchorsWithMoreThanOneChild={multiChildCount}");
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}
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#endif
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} |