Example #1
0
void BackgroundLoader::FinishBackgroundLoading(BackgroundLoadItem& item)
{
    Resource* resource = item.resource_;
    
    bool success = resource->GetAsyncLoadState() == ASYNC_SUCCESS;
    // If BeginLoad() phase was successful, call EndLoad() and get the final success/failure result
    if (success)
    {
#ifdef URHO3D_PROFILING
        String profileBlockName("Finish" + resource->GetTypeName());
        
        Profiler* profiler = owner_->GetSubsystem<Profiler>();
        if (profiler)
            profiler->BeginBlock(profileBlockName.CString());
#endif
        LOGDEBUG("Finishing background loaded resource " + resource->GetName());
        success = resource->EndLoad();
        
#ifdef URHO3D_PROFILING
        if (profiler)
            profiler->EndBlock();
#endif
    }
    resource->SetAsyncLoadState(ASYNC_DONE);
    
    if (!success && item.sendEventOnFailure_)
    {
        using namespace LoadFailed;

        VariantMap& eventData = owner_->GetEventDataMap();
        eventData[P_RESOURCENAME] = resource->GetName();
        owner_->SendEvent(E_LOADFAILED, eventData);
    }
    
    // Send event, either success or failure
    {
        using namespace ResourceBackgroundLoaded;
        
        VariantMap& eventData = owner_->GetEventDataMap();
        eventData[P_RESOURCENAME] = resource->GetName();
        eventData[P_SUCCESS] = success;
        eventData[P_RESOURCE] = resource;
        owner_->SendEvent(E_RESOURCEBACKGROUNDLOADED, eventData);
    }
    
    // Store to the cache; use same mechanism as for manual resources
    if (success || owner_->GetReturnFailedResources())
        owner_->AddManualResource(resource);
}
Example #2
0
void BackgroundLoader::FinishBackgroundLoading(BackgroundLoadItem& item)
{
    Resource* resource = item.resource_;

    bool success = resource->GetAsyncLoadState() == ASYNC_SUCCESS;
    // If BeginLoad() phase was successful, call EndLoad() and get the final success/failure result
    if (success)
    {
        URHO3D_PROFILE(ea::string("Finish" + resource->GetTypeName()).c_str());
        URHO3D_LOGDEBUG("Finishing background loaded resource " + resource->GetName());
        success = resource->EndLoad();
    }
    resource->SetAsyncLoadState(ASYNC_DONE);

    if (!success && item.sendEventOnFailure_)
    {
        using namespace LoadFailed;

        VariantMap& eventData = owner_->GetEventDataMap();
        eventData[P_RESOURCENAME] = resource->GetName();
        owner_->SendEvent(E_LOADFAILED, eventData);
    }

    // Store to the cache just before sending the event; use same mechanism as for manual resources
    if (success || owner_->GetReturnFailedResources())
        owner_->AddManualResource(resource);

    // Send event, either success or failure
    {
        using namespace ResourceBackgroundLoaded;

        VariantMap& eventData = owner_->GetEventDataMap();
        eventData[P_RESOURCENAME] = resource->GetName();
        eventData[P_SUCCESS] = success;
        eventData[P_RESOURCE] = resource;
        owner_->SendEvent(E_RESOURCEBACKGROUNDLOADED, eventData);
    }
}