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Asynchronous loading for ModPrefab #184
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zorgesho
requested review from
MrPurple6411,
PrimeSonic,
Alexejhero and
toebeann
August 28, 2020 16:27
Alexejhero
suggested changes
Aug 28, 2020
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I dont think we should merge any PRs which have TODOs.
PrimeSonic
requested changes
Aug 28, 2020
PrimeSonic
approved these changes
Sep 1, 2020
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This is looking good. I can approve this for now since only minor changes should be pending.
Alexejhero
approved these changes
Sep 1, 2020
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Changes made in this pull request
public changes:
IEnumerator GetGameObjectAsync(IOut<GameObject> gameObject)
added to theModPrefab
.It is supposed to be used like
GetGameObject
, only all sync operations with game prefabs should be changed to async (examples will be added later).AddPrefabCopy
method added to theModPrefabCache
class. It can be used for instantiating prefab and adding that copy to the cache at the same time. That way instantiated copy will not runAwake()
,Start()
andUpdate()
in both sync and async versions ofGetGameObject
.internal changes:
ModPrefabRequest
class added to theSMLHelper.V2.Assets
namespace. It is used to get modded prefabs asynchronously (it callsModPrefab.GetGameObjectInternalAsync
)PrefabDatabasePatcher
(new patch for object deserialization, using ofModPrefabRequest
and some refactoring)All new code supposed to work on both SN branches. Modders can add
GetGameObjectAsync
methods to their prefabs along withGetGameObject
. For now, on the stable branch,GetGameObjectAsync
doesn't do/break anything. And exp branch for now can be used to testGetGameObjectAsync
(GetGameObject
shouldn't break anything on exp branch).So mods can be updated to use async prefabs ahead of update and when async update will hit stable branch, mods will not be broken (at least because of that).