don't store clones, deep clone objects, continue loading when components fail to load, fix entity and renderer toApiObject
parent
b6bb9cb9a7
commit
b59c118ee7
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@ -478,6 +478,16 @@ GameLib.Component.prototype.buildIdToObject = function() {
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}
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}
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if (this instanceof GameLib.D3.Scene) {
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this.clones.map(
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function(clone) {
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if (this.idToObject.hasOwnProperty(clone.id)) {
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delete this.idToObject[clone.id];
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}
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}.bind(this)
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)
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}
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this.idToObject[this.id] = this;
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this.building = false;
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@ -487,6 +497,8 @@ GameLib.Component.prototype.generateNewIds = function() {
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this.buildIdToObject();
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var codeComponents = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.CustomCode);
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for (var property in this.idToObject) {
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if (this.idToObject.hasOwnProperty(property)) {
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@ -495,9 +507,14 @@ GameLib.Component.prototype.generateNewIds = function() {
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this.idToObject[property].id = newId;
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this.idToObject[property].name = this.idToObject[property].name.replace(oldId,newId);
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codeComponents.map(function(codeComponent){
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codeComponent.code = codeComponent.code.replace(oldId,newId);
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});
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}
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}
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};
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GameLib.Component.prototype.remove = function() {
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@ -601,42 +618,42 @@ GameLib.Component.prototype.cloneInstance = function() {
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return clone;
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};
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GameLib.Component.prototype.getStorageDependencies = function() {
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var dependencies = {};
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for (var property in this.linkedObjects) {
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if (this.linkedObjects.hasOwnProperty(property)){
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if (this.hasOwnProperty(property)) {
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if (
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this[property] instanceof Array &&
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this.linkedObjects[property] instanceof Array
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) {
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if (this.linkedObjects[property].length !== 1) {
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console.log('Invalid formed argument type');
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}
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dependencies[property] = this[property].map(
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function(__constructor) {
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return function(arrayProperty){
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if (arrayProperty instanceof __constructor) {
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return GameLib.Utils.IdOrNull(arrayProperty);
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}
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}.bind(this)
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}(this.linkedObjects[property][0])
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);
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} else if (this[property] instanceof this.linkedObjects[property]) {
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dependencies[property] = GameLib.Utils.IdOrNull(this[property]);
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}
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}
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}
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}
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return dependencies;
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};
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// GameLib.Component.prototype.getStorageDependencies = function() {
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//
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// var dependencies = {};
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//
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// for (var property in this.linkedObjects) {
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// if (this.linkedObjects.hasOwnProperty(property)){
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// if (this.hasOwnProperty(property)) {
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//
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// if (
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// this[property] instanceof Array &&
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// this.linkedObjects[property] instanceof Array
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// ) {
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//
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// if (this.linkedObjects[property].length !== 1) {
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// console.log('Invalid formed argument type');
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// }
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//
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// dependencies[property] = this[property].map(
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// function(__constructor) {
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// return function(arrayProperty){
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// if (arrayProperty instanceof __constructor) {
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// return GameLib.Utils.IdOrNull(arrayProperty);
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// }
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// }.bind(this)
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// }(this.linkedObjects[property][0])
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// );
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//
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// } else if (this[property] instanceof this.linkedObjects[property]) {
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// dependencies[property] = GameLib.Utils.IdOrNull(this[property]);
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// }
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// }
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// }
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// }
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//
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// return dependencies;
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// };
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GameLib.Component.prototype.saveToRemoteAPI = function() {
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this.save(true);
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@ -656,13 +673,13 @@ GameLib.Component.prototype.save = function(remote) {
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apiObject.componentType = this.idToObject[property].componentType;
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var storageDependencies = this.idToObject[property].getStorageDependencies();
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for (var storageProperty in storageDependencies) {
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if (storageDependencies.hasOwnProperty(storageProperty)) {
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apiObject[storageProperty] = storageDependencies[storageProperty];
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}
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}
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// var storageDependencies = this.idToObject[property].getStorageDependencies();
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//
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// for (var storageProperty in storageDependencies) {
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// if (storageDependencies.hasOwnProperty(storageProperty)) {
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// apiObject[storageProperty] = storageDependencies[storageProperty];
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// }
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// }
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this.publish(
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GameLib.Event.SAVE_COMPONENT,
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@ -274,7 +274,7 @@ GameLib.D3.Renderer.prototype.toApiObject = function() {
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this.width,
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this.height,
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this.preserveDrawingBuffer,
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this.domElement.toApiObject(),
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GameLib.Utils.IdOrNull(this.domElement),
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this.clearColor.toApiObject(),
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GameLib.Utils.IdOrNull(this.camera),
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this.scenes.map(function(scene){
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@ -290,16 +290,35 @@ GameLib.D3.Scene.prototype.updateInstance = function(property) {
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*/
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GameLib.D3.Scene.prototype.toApiObject = function() {
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var apiMeshes = this.meshes.map(
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function(mesh) {
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return GameLib.Utils.IdOrNull(mesh);
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}
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var apiMeshes = this.meshes.reduce(
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function(result, mesh) {
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/**
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* Do not store any cloned meshes
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*/
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if (this.clones.indexOf(mesh) === -1) {
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result.push(GameLib.Utils.IdOrNull(mesh));
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}
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return result;
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}.bind(this),
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[]
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);
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var apiLights = this.lights.map(
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function(light) {
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return GameLib.Utils.IdOrNull(light);
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}
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var apiLights = this.lights.reduce(
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function(result, light) {
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/**
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* Do not store any cloned lights
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*/
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if (this.clones.indexOf(light) === -1) {
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result.push(GameLib.Utils.IdOrNull(light));
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}
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return result;
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}.bind(this),
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[]
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);
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var apiTextures = this.textures.map(
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@ -188,16 +188,10 @@ GameLib.Entity.prototype.updateInstance = function() {
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*/
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GameLib.Entity.prototype.toApiObject = function() {
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var apiComponents = this.components.reduce(
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function(result, component) {
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if (typeof component.toApiObject === 'function') {
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result.push(component.toApiObject());
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} else {
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console.log('ignored runtime component : ' + component.name);
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}
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return result;
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},
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[]
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var apiComponents = this.components.map(
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function(component) {
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return GameLib.Utils.IdOrNull(component);
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}
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);
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return new GameLib.API.Entity(
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@ -479,7 +479,9 @@ GameLib.System.Linking.prototype.componentCloned = function(data) {
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throw new Error('no scene parent');
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}
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data.parent.parentScene.addClone(data.component);
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if (data.parent.parentScene) {
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data.parent.parentScene.addClone(data.component);
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}
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}
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};
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@ -362,31 +362,33 @@ GameLib.System.Storage.prototype.loadComponent = function(apiUrl, toProcess, inc
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return function () {
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var error = false;
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try {
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var object = JSON.parse(this.responseText);
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} catch (error) {
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} catch (errorObject) {
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if (onComponentError) {
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onComponentError(error);
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onComponentError(errorObject);
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}
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if (clientErrorCallback) {
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clientErrorCallback({
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message : error.message || 'JSON parse error'
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message : errorObject.message || 'JSON parse error'
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})
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}
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GameLib.Event.Emit(
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GameLib.Event.LOAD_COMPONENT_ERROR,
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{
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error: error
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error: errorObject
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}
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);
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return;
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error = true;
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}
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if (object.result !== 'success') {
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if (!error && object.result !== 'success') {
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if (onComponentError) {
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onComponentError(id, object);
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@ -403,15 +405,19 @@ GameLib.System.Storage.prototype.loadComponent = function(apiUrl, toProcess, inc
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{error : object}
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);
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return;
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error = true;
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}
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/**
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* Now we need to create the runtime component - this happens systematically.
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* First, we create an API object from the Object, then a Runtime object from the API object
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* Each component has a function 'FromObject' which essentially does this for you
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*/
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object.component.map(function (component) {
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var runtimeComponent = null;
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if (!error) {
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/**
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* Now we need to create the runtime component - this happens systematically.
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* First, we create an API object from the Object, then a Runtime object from the API object
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* Each component has a function 'FromObject' which essentially does this for you
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*/
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var component = object.component[0];
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var componentName = GameLib.Component.GetComponentName(component.componentType);
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@ -419,8 +425,6 @@ GameLib.System.Storage.prototype.loadComponent = function(apiUrl, toProcess, inc
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var fn = componentClass['FromObject'];
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var runtimeComponent = null;
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if (component.componentType === GameLib.Component.COMPONENT_ENTITY) {
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runtimeComponent = fn(component, GameLib.EntityManager.Instance);
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runtimeComponent.parentEntity = parentEntity;
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@ -464,146 +468,150 @@ GameLib.System.Storage.prototype.loadComponent = function(apiUrl, toProcess, inc
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}
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if (!runtimeComponent) {
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if (clientErrorCallback) {
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clientErrorCallback({result : 'failure', message : 'Could not create a runtime component: ' + component.name});
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if (clientErrorCallback) {
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clientErrorCallback({
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result: 'failure',
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message: 'Could not create a runtime component: ' + component.name
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});
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}
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//throw new Error('Could not create a runtime component: ' + component.name);
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//throw new Error('Could not create a runtime component: ' + component.name);
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}
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if (parentEntity !== null && runtimeComponent) {
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runtimeComponent.parentEntity = parentEntity;
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}
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}
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}
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if (runtimeComponent) {
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loaded.push(runtimeComponent);
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}
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if (runtimeComponent) {
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loaded.push(runtimeComponent);
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}
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if (includeDependencies && runtimeComponent) {
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/**
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* Before we announce the creation of this component, we should get
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* a list of all dependencies of this component, because once we announce
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* the creation of this component - the linking system will attempt to resolve
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* all dependencies
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*/
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var dependencies = runtimeComponent.getDependencies();
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/**
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* Now - we should systematically check if we have the dependency already
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* loaded (in our runtime environment) - if we have - we just ignore loading this dependency (for now)
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*
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* We don't override runtime versions of the same component in the database because the user
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* could be working with it and it should be the latest version.
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*/
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dependencies = dependencies.reduce(
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function (result, dependency) {
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if (GameLib.EntityManager.Instance.findComponentById(dependency)) {
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/**
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* Don't add the dependency
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*/
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} else {
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result.push(dependency);
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}
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return result;
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},
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[]
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);
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/**
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* Also check if we did not already load this component quite recently
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*/
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dependencies = dependencies.reduce(
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function (result, dependency) {
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var found = loaded.reduce(
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function (result, component) {
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if (component.id === dependency) {
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result = true;
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}
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return result;
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},
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false
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);
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if (!found) {
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result.push(dependency);
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}
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return result;
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},
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[]
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);
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/**
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* We should now check our 'loading' list and add all dependencies which are not already in there
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*/
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dependencies.map(
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function (dependency) {
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if (loading.indexOf(dependency) === -1) {
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loading.push(dependency);
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}
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}
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)
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}
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if (includeDependencies && runtimeComponent) {
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/**
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* Before we announce the creation of this component, we should get
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* a list of all dependencies of this component, because once we announce
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* the creation of this component - the linking system will attempt to resolve
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* all dependencies
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*/
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var dependencies = runtimeComponent.getDependencies();
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/**
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* Ok - now we have a super good idea of which components still need to load -
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* they live in the 'loading' list.
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* Now - we should systematically check if we have the dependency already
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* loaded (in our runtime environment) - if we have - we just ignore loading this dependency (for now)
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*
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* At this point - the runtime components are created, but they are not ready
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* to be used. They may have dependencies to other components, which still need
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* to load, or may never be loaded.
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*
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* It is however safe, to announce, that we created the
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* runtime version of it, however it could still have some dependencies.
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*
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* The Linking system will then kick in and try to resolve all dependencies
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* We don't override runtime versions of the same component in the database because the user
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* could be working with it and it should be the latest version.
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*/
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if (runtimeComponent && onComponentLoaded) {
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onComponentLoaded(runtimeComponent);
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}
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dependencies = dependencies.reduce(
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function (result, dependency) {
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if (runtimeComponent) {
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GameLib.Event.Emit(
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GameLib.Event.COMPONENT_CREATED,
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{
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component: runtimeComponent
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if (GameLib.EntityManager.Instance.findComponentById(dependency)) {
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/**
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* Don't add the dependency
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*/
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} else {
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result.push(dependency);
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}
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);
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}
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var toProcess = GameLib.Utils.Difference(loaded.map(function(component){return component.id}), loading);
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return result;
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},
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[]
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);
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GameLib.Event.Emit(
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GameLib.Event.LOAD_PROGRESS,
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{
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loaded : loaded.length,
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toProcess : toProcess.length
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}
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);
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/**
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* Also check if we did not already load this component quite recently
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*/
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dependencies = dependencies.reduce(
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function (result, dependency) {
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if (toProcess.length === 0) {
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var found = loaded.reduce(
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function (result, component) {
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if (component.id === dependency) {
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result = true;
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}
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return result;
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},
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false
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);
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if (clientCallback) {
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clientCallback({
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components : loaded
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})
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if (!found) {
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result.push(dependency);
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}
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return result;
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},
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[]
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);
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/**
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* We should now check our 'loading' list and add all dependencies which are not already in there
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*/
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dependencies.map(
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function (dependency) {
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if (loading.indexOf(dependency) === -1) {
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loading.push(dependency);
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}
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}
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)
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}
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GameLib.Event.Emit(
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GameLib.Event.COMPONENT_DOWNLOAD_COMPLETE,
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{
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loaded: loaded
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}
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)
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} else {
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download.bind(__system)(toProcess.pop(), parentEntity);
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/**
|
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* Ok - now we have a super good idea of which components still need to load -
|
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* they live in the 'loading' list.
|
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*
|
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* At this point - the runtime components are created, but they are not ready
|
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* to be used. They may have dependencies to other components, which still need
|
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* to load, or may never be loaded.
|
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*
|
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* It is however safe, to announce, that we created the
|
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* runtime version of it, however it could still have some dependencies.
|
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*
|
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* The Linking system will then kick in and try to resolve all dependencies
|
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*/
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if (runtimeComponent && onComponentLoaded) {
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onComponentLoaded(runtimeComponent);
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}
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if (runtimeComponent) {
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GameLib.Event.Emit(
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GameLib.Event.COMPONENT_CREATED,
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{
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component: runtimeComponent
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}
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);
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}
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var toProcess = GameLib.Utils.Difference(loaded.map(function(component){return component.id}), loading);
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GameLib.Event.Emit(
|
||||
GameLib.Event.LOAD_PROGRESS,
|
||||
{
|
||||
loaded : loaded.length,
|
||||
toProcess : toProcess.length
|
||||
}
|
||||
});
|
||||
);
|
||||
|
||||
if (toProcess.length === 0) {
|
||||
|
||||
if (clientCallback) {
|
||||
clientCallback({
|
||||
components : loaded
|
||||
})
|
||||
}
|
||||
|
||||
GameLib.Event.Emit(
|
||||
GameLib.Event.COMPONENT_DOWNLOAD_COMPLETE,
|
||||
{
|
||||
loaded: loaded
|
||||
}
|
||||
)
|
||||
} else {
|
||||
download.bind(__system)(toProcess.pop(), parentEntity);
|
||||
}
|
||||
|
||||
};
|
||||
}(this);
|
||||
|
||||
|
|
Loading…
Reference in New Issue