#217: Solved duplicate texture loading issue, #215: Finished Dexie implementation.

This commit is contained in:
2024-11-02 02:20:34 +01:00
parent a3532a5940
commit ed17e7f16e
5 changed files with 163 additions and 83 deletions

View File

@ -38,11 +38,7 @@ loadTexture(scene, {
updatedAt: props.zoneObject.object.updatedAt,
frameWidth: props.zoneObject.object.frameWidth,
frameHeight: props.zoneObject.object.frameHeight
} as AssetDataT)
.then((loaded) => {
isTextureLoaded.value = loaded
})
.catch((error) => {
console.error('Error loading texture:', error)
})
</script>
} as AssetDataT).catch((error) => {
console.error('Error loading texture:', error)
})
</script>

View File

@ -37,7 +37,6 @@ const props = defineProps<{
character: ExtendedCharacter
}>()
const isTextureLoaded = ref(false)
const charChatContainer = refObj<Phaser.GameObjects.Container>()
const charContainer = refObj<Phaser.GameObjects.Container>()
const charSprite = refObj<Phaser.GameObjects.Sprite>()
@ -183,13 +182,14 @@ watch(
watch(() => props.character.isMoving, updateSprite)
watch(() => props.character.rotation, updateSprite)
loadSpriteTextures(scene, props.character.characterType?.sprite as SpriteT).then((loaded) => {
isTextureLoaded.value = loaded
charSprite.value!.setTexture(charTexture.value)
charSprite.value!.setFlipX(isFlippedX.value)
}).catch((error) => {
console.error('Error loading texture:', error)
})
loadSpriteTextures(scene, props.character.characterType?.sprite as SpriteT)
.then(() => {
charSprite.value!.setTexture(charTexture.value)
charSprite.value!.setFlipX(isFlippedX.value)
})
.catch((error) => {
console.error('Error loading texture:', error)
})
onMounted(() => {
charChatContainer.value!.setName(`${props.character!.name}_chatContainer`)

View File

@ -1,21 +1,22 @@
<template>
<Image v-if="isTextureLoaded" v-bind="imageProps" />
<Image v-if="gameStore.getLoadedAsset(props.zoneObject.object.id)" v-bind="imageProps" />
</template>
<script setup lang="ts">
import { ref, computed } from 'vue'
import { computed, onMounted } from 'vue'
import { Image, useScene } from 'phavuer'
import { calculateIsometricDepth, tileToWorldX, tileToWorldY } from '@/composables/zoneComposable'
import { loadTexture } from '@/composables/gameComposable'
import type { AssetDataT, ZoneObject } from '@/types'
import { useGameStore } from '@/stores/gameStore'
const props = defineProps<{
tilemap: Phaser.Tilemaps.Tilemap
zoneObject: ZoneObject
}>()
const gameStore = useGameStore()
const scene = useScene()
const isTextureLoaded = ref(false)
const imageProps = computed(() => ({
depth: calculateIsometricDepth(props.zoneObject.positionX, props.zoneObject.positionY, props.zoneObject.object.frameWidth, props.zoneObject.object.frameHeight),
@ -34,11 +35,7 @@ loadTexture(scene, {
updatedAt: props.zoneObject.object.updatedAt,
frameWidth: props.zoneObject.object.frameWidth,
frameHeight: props.zoneObject.object.frameHeight
} as AssetDataT)
.then((loaded) => {
isTextureLoaded.value = loaded
})
.catch((error) => {
console.error('Error loading texture:', error)
})
} as AssetDataT).catch((error) => {
console.error('Error loading texture:', error)
})
</script>

View File

@ -3,42 +3,62 @@ import { useGameStore } from '@/stores/gameStore'
import { AssetStorage } from '@/storage/assetStorage'
import config from '@/config'
const textureLoadingPromises = new Map<string, Promise<boolean>>()
export async function loadTexture(scene: Phaser.Scene, assetData: AssetDataT): Promise<boolean> {
const gameStore = useGameStore()
const assetStorage = new AssetStorage()
// Check if the texture is already loaded in Phaser
if (scene.textures.exists(assetData.key)) {
return true
if (gameStore.game.loadedAssets.find((asset) => asset.key === assetData.key)) {
return Promise.resolve(true)
}
// Check if the asset is already cached
let asset = await assetStorage.get(assetData.key)
// If asset is not found, download it
if (!asset) {
await assetStorage.download(assetData)
asset = await assetStorage.get(assetData.key)
// If there's already a loading promise for this texture, return it
if (textureLoadingPromises.has(assetData.key)) {
return await textureLoadingPromises.get(assetData.key)!
}
// If asset is found, add it to the scene
if (asset) {
return new Promise<boolean>((resolve) => {
scene.textures.addBase64(asset.key, asset.data)
scene.textures.once(`addtexture-${asset.key}`, () => {
gameStore.game.loadedAssets.push(asset)
resolve(true)
// Create new loading promise
const loadingPromise = (async () => {
// Check if the asset is already cached
let asset = await assetStorage.get(assetData.key)
// If asset is not found, download it
if (!asset) {
await assetStorage.download(assetData)
asset = await assetStorage.get(assetData.key)
}
// If asset is found, add it to the scene
if (asset) {
return new Promise<boolean>((resolve) => {
// Remove existing texture if it exists
if (scene.textures.exists(asset.key)) {
scene.textures.remove(asset.key)
}
scene.textures.addBase64(asset.key, asset.data)
scene.textures.once(`addtexture-${asset.key}`, () => {
gameStore.game.loadedAssets.push(assetData)
textureLoadingPromises.delete(assetData.key) // Clean up the promise
resolve(true)
})
})
})
}
}
return false
textureLoadingPromises.delete(assetData.key) // Clean up the promise
return Promise.resolve(false)
})()
// Store the loading promise
textureLoadingPromises.set(assetData.key, loadingPromise)
return loadingPromise
}
export async function loadSpriteTextures(scene: Phaser.Scene, sprite: Sprite) {
const sprite_actions = await fetch(config.server_endpoint + '/assets/list_sprite_actions/' + sprite?.id).then((response) => response.json())
for await (const sprite_action of sprite_actions) {
await loadTexture(scene, {
key: sprite_action.key,
data: sprite_action.data,
@ -62,5 +82,5 @@ export async function loadSpriteTextures(scene: Phaser.Scene, sprite: Sprite) {
repeat: -1
})
}
return true
}
return Promise.resolve(true)
}