MCPcopy Create free account
hub / github.com/WolfireGames/overgrowth / PreloadAssets

Method PreloadAssets

Source/Main/engine.cpp:5488–5503  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

5486}
5487
5488void 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
5505void Engine::LoadLevelData(const Path& level_path) {
5506 LOGI << "Load Level: \"" << level_path << "\"" << std::endl;

Callers

nothing calls this directly

Calls 5

FindFilePathFunction · 0.85
ReleaseAssetHoldLoadMethod · 0.80
GetOriginalPathStrMethod · 0.80
isValidMethod · 0.45
LoadSyncMethod · 0.45

Tested by

no test coverage detected