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Preloading bundles and setting subtitle path (#772)
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## Minor features
- Can now set `preloadBundles` in the addon config file. This will load
asset bundles on the main menu and keep them loaded. Will improve
initial load times at the cost of more memory usage.
- Can now set `subtitlePath` in the addon config file for displaying a
subtitle for your mod on the main menu.
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JohnCorby authored Feb 3, 2024
2 parents 0528360 + e73afbe commit 4f0998a
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Showing 7 changed files with 134 additions and 14 deletions.
12 changes: 12 additions & 0 deletions NewHorizons/External/Configs/AddonConfig.cs
Original file line number Diff line number Diff line change
Expand Up @@ -31,5 +31,17 @@ public class AddonConfig
/// If popupMessage is set, should it repeat every time the game starts or only once
/// </summary>
public bool repeatPopup;

/// <summary>
/// These asset bundles will be loaded on the title screen and stay loaded. Will improve initial load time at the cost of increased memory use.
/// The path is the relative directory of the asset bundle in the mod folder.
/// </summary>
public string[] preloadAssetBundles;

/// <summary>
/// The path to the addons subtitle for the main menu.
/// Defaults to "subtitle.png".
/// </summary>
public string subtitlePath = "subtitle.png";
}
}
12 changes: 10 additions & 2 deletions NewHorizons/Handlers/SubtitlesHandler.cs
Original file line number Diff line number Diff line change
Expand Up @@ -61,9 +61,17 @@ public void Start()

private void AddSubtitles()
{
foreach (var mod in Main.MountedAddons.Where(mod => File.Exists($"{mod.ModHelper.Manifest.ModFolderPath}subtitle.png")))
foreach (var mod in Main.MountedAddons)
{
AddSubtitle(mod, "subtitle.png");
if (Main.AddonConfigs.TryGetValue(mod, out var addonConfig) && File.Exists(Path.Combine(mod.ModHelper.Manifest.ModFolderPath, addonConfig.subtitlePath)))
{
AddSubtitle(mod, addonConfig.subtitlePath);
}
// Else default to subtitle.png
else if (File.Exists(Path.Combine(mod.ModHelper.Manifest.ModFolderPath, "subtitle.png")))
{
AddSubtitle(mod, "subtitle.png");
}
}
}

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16 changes: 13 additions & 3 deletions NewHorizons/Main.cs
Original file line number Diff line number Diff line change
Expand Up @@ -50,9 +50,10 @@ public class Main : ModBehaviour
private static bool _wasConfigured = false;
private static string _defaultSystemOverride;

public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>();
public static List<IModBehaviour> MountedAddons = new List<IModBehaviour>();
public static Dictionary<string, NewHorizonsSystem> SystemDict = new();
public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new();
public static List<IModBehaviour> MountedAddons = new();
public static Dictionary<IModBehaviour, AddonConfig> AddonConfigs = new();

public static float SecondsElapsedInLoop = -1;

Expand Down Expand Up @@ -747,6 +748,15 @@ private void LoadAddonManifest(string file, IModBehaviour mod)
{
MenuHandler.RegisterOneTimePopup(mod, TranslationHandler.GetTranslation(addonConfig.popupMessage, TranslationHandler.TextType.UI), addonConfig.repeatPopup);
}
if (addonConfig.preloadAssetBundles != null)
{
foreach (var bundle in addonConfig.preloadAssetBundles)
{
AssetBundleUtilities.PreloadBundle(bundle, mod);
}
}

AddonConfigs[mod] = addonConfig;
}

private void LoadTranslations(string folder, IModBehaviour mod)
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1 change: 0 additions & 1 deletion NewHorizons/NewHorizonsApi.cs
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,6 @@

namespace NewHorizons
{

public class NewHorizonsApi : INewHorizons
{
[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
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Original file line number Diff line number Diff line change
@@ -1,22 +1,69 @@
using HarmonyLib;
using NewHorizons.Utility.Files;
using NewHorizons.Utility.OWML;

namespace NewHorizons.Patches.EyeScenePatches
{
[HarmonyPatch(typeof(SubmitActionLoadScene))]
public static class SubmitActionLoadScenePatches
{
// To call the base method
[HarmonyReversePatch]
[HarmonyPatch(typeof(SubmitActionConfirm), nameof(SubmitActionConfirm.ConfirmSubmit))]
public static void SubmitActionConfirm_ConfirmSubmit(SubmitActionConfirm instance) { }


[HarmonyPrefix]
[HarmonyPatch(nameof(SubmitActionLoadScene.ConfirmSubmit))]
public static void SubmitActionLoadScene_ConfirmSubmit(SubmitActionLoadScene __instance)
public static bool SubmitActionLoadScene_ConfirmSubmit(SubmitActionLoadScene __instance)
{
if (__instance._receivedSubmitAction) return false;

// Title screen can warp you to eye and cause problems.
if (__instance._sceneToLoad == SubmitActionLoadScene.LoadableScenes.EYE)
{
NHLogger.LogWarning("Warping to solar system and then back to eye");
Main.Instance.IsWarpingBackToEye = true;
__instance._sceneToLoad = SubmitActionLoadScene.LoadableScenes.GAME;
}

// modified from patched function
SubmitActionConfirm_ConfirmSubmit(__instance);
__instance._receivedSubmitAction = true;
Locator.GetMenuInputModule().DisableInputs();

Delay.RunWhen(() =>
{
// update text. just use 0%
__instance.ResetStringBuilder();
__instance._nowLoadingSB.Append(UITextLibrary.GetString(UITextType.LoadingMessage));
__instance._nowLoadingSB.Append(0.ToString("P0"));
__instance._loadingText.text = __instance._nowLoadingSB.ToString();

return AssetBundleUtilities.AreRequiredAssetsLoaded();
}, () =>
{
switch (__instance._sceneToLoad)
{
case SubmitActionLoadScene.LoadableScenes.GAME:
LoadManager.LoadSceneAsync(OWScene.SolarSystem, false, LoadManager.FadeType.ToBlack, 1f, false);
__instance.ResetStringBuilder();
__instance._waitingOnStreaming = true;
break;
case SubmitActionLoadScene.LoadableScenes.EYE:
LoadManager.LoadSceneAsync(OWScene.EyeOfTheUniverse, true, LoadManager.FadeType.ToBlack, 1f, false);
__instance.ResetStringBuilder();
break;
case SubmitActionLoadScene.LoadableScenes.TITLE:
LoadManager.LoadScene(OWScene.TitleScreen, LoadManager.FadeType.ToBlack, 2f, true);
break;
case SubmitActionLoadScene.LoadableScenes.CREDITS:
LoadManager.LoadScene(OWScene.Credits_Fast, LoadManager.FadeType.ToBlack, 1f, false);
break;
}
});

return false;
}
}
}
11 changes: 11 additions & 0 deletions NewHorizons/Schemas/addon_manifest_schema.json
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,17 @@
"type": "boolean",
"description": "If popupMessage is set, should it repeat every time the game starts or only once"
},
"preloadAssetBundles": {
"type": "array",
"description": "These asset bundles will be loaded on the title screen and stay loaded. Will improve initial load time at the cost of increased memory use.\nThe path is the relative directory of the asset bundle in the mod folder.",
"items": {
"type": "string"
}
},
"subtitlePath": {
"type": "string",
"description": "The path to the addons subtitle for the main menu.\nDefaults to \"subtitle.png\"."
},
"$schema": {
"type": "string",
"description": "The schema to validate with"
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47 changes: 40 additions & 7 deletions NewHorizons/Utility/Files/AssetBundleUtilities.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,24 +3,57 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;

namespace NewHorizons.Utility.Files
{
public static class AssetBundleUtilities
{
public static Dictionary<string, AssetBundle> AssetBundles = new Dictionary<string, AssetBundle>();
public static Dictionary<string, (AssetBundle bundle, bool keepLoaded)> AssetBundles = new();

private static readonly List<AssetBundleCreateRequest> _loadingBundles = new();

public static void ClearCache()
{
foreach (var pair in AssetBundles)
{
if (pair.Value == null) NHLogger.LogError($"The asset bundle for {pair.Key} was null when trying to unload");
else pair.Value.Unload(true);
if (!pair.Value.keepLoaded)
{
if (pair.Value.bundle == null)
{
NHLogger.LogError($"The asset bundle for {pair.Key} was null when trying to unload");
}
else
{
pair.Value.bundle.Unload(true);
}
}

}
AssetBundles.Clear();
AssetBundles = AssetBundles.Where(x => x.Value.keepLoaded).ToDictionary(x => x.Key, x => x.Value);
}

public static void PreloadBundle(string assetBundleRelativeDir, IModBehaviour mod)
{
string key = Path.GetFileName(assetBundleRelativeDir);
var completePath = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, assetBundleRelativeDir);
var request = AssetBundle.LoadFromFileAsync(completePath);
_loadingBundles.Add(request);
NHLogger.Log($"Preloading bundle {assetBundleRelativeDir} - {_loadingBundles.Count} left");
request.completed += _ =>
{
_loadingBundles.Remove(request);
NHLogger.Log($"Finshed preloading bundle {assetBundleRelativeDir} - {_loadingBundles.Count} left");
AssetBundles[key] = (request.assetBundle, true);
};
}

/// <summary>
/// are preloaded bundles done loading?
/// </summary>
public static bool AreRequiredAssetsLoaded() => _loadingBundles.Count == 0;

public static T Load<T>(string assetBundleRelativeDir, string pathInBundle, IModBehaviour mod) where T : UnityEngine.Object
{
string key = Path.GetFileName(assetBundleRelativeDir);
Expand All @@ -32,7 +65,7 @@ public static T Load<T>(string assetBundleRelativeDir, string pathInBundle, IMod

if (AssetBundles.ContainsKey(key))
{
bundle = AssetBundles[key];
bundle = AssetBundles[key].bundle;
}
else
{
Expand All @@ -44,7 +77,7 @@ public static T Load<T>(string assetBundleRelativeDir, string pathInBundle, IMod
return null;
}

AssetBundles[key] = bundle;
AssetBundles[key] = (bundle, false);
}

obj = bundle.LoadAsset<T>(pathInBundle);
Expand Down Expand Up @@ -124,4 +157,4 @@ public static void ReplaceShaders(GameObject prefab)
}
}
}
}
}

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