| 5486 | } |
| 5487 | |
| 5488 | void Engine::PreloadAssets(const Path& level_path) { |
| 5489 | // Release currently hold preloaded from previous level so they may get retagged. |
| 5490 | asset_manager.ReleaseAssetHoldLoad(HOLD_LOAD_MASK_PRELOAD); |
| 5491 | |
| 5492 | std::vector<LevelAssetPreloadParser::Asset>& preload_files = AssetPreload::Instance().GetPreloadFiles(); |
| 5493 | LOGI << "Starting Preloading for: " << level_path << std::endl; |
| 5494 | for (auto& preload_file : preload_files) { |
| 5495 | if (preload_file.all_levels || preload_file.level_name == level_path.GetOriginalPathStr()) { |
| 5496 | // LOGI << "Preloading: " << preload_files[i].path << " " << preload_files[i].asset_type << " " << preload_files[i].load_flags << std::endl; |
| 5497 | Path p = FindFilePath(preload_file.path, kAnyPath, false); |
| 5498 | if (p.isValid()) { |
| 5499 | GetAssetManager()->LoadSync(preload_file.asset_type, preload_file.path, preload_file.load_flags, HOLD_LOAD_MASK_PRELOAD); |
| 5500 | } |
| 5501 | } |
| 5502 | } |
| 5503 | } |
| 5504 | |
| 5505 | void Engine::LoadLevelData(const Path& level_path) { |
| 5506 | LOGI << "Load Level: \"" << level_path << "\"" << std::endl; |
nothing calls this directly
no test coverage detected