Files
GDevelop/GDJS/Runtime/jsonmanager.ts

225 lines
7.0 KiB
TypeScript

/*
* GDevelop JS Platform
* Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
namespace gdjs {
const logger = new gdjs.Logger('JSON Manager');
/** The callback called when a json that was requested is loaded (or an error occurred). */
export type JsonManagerRequestCallback = (
error: Error | null,
content: Object | null
) => void;
const resourceKinds: Array<ResourceKind> = ['json', 'tilemap', 'tileset'];
/**
* JsonManager loads json files (using `XMLHttpRequest`), using the "json" resources
* registered in the game resources.
*
* Contrary to audio/fonts, json files are loaded asynchronously, when requested.
* You should properly handle errors, and give the developer/player a way to know
* that loading failed.
*/
export class JsonManager implements gdjs.ResourceManager {
_resourceLoader: ResourceLoader;
_loadedJsons = new gdjs.ResourceCache<Object>();
_callbacks = new gdjs.ResourceCache<Array<JsonManagerRequestCallback>>();
/**
* @param resourceLoader The resources loader of the game.
*/
constructor(resourceLoader: gdjs.ResourceLoader) {
this._resourceLoader = resourceLoader;
}
getResourceKinds(): ResourceKind[] {
return resourceKinds;
}
/**
* Request all the json resources to be preloaded (unless they are marked as not preloaded).
*
* Note that even if a JSON is already loaded, it will be reloaded (useful for hot-reloading,
* as JSON files can have been modified without the editor knowing).
*/
async loadResource(resourceName: string): Promise<void> {
const resource = this._resourceLoader.getResource(resourceName);
if (!resource) {
logger.warn('Unable to find json for resource "' + resourceName + '".');
return;
}
if (resource.disablePreload) {
return;
}
try {
await this.loadJsonAsync(resource.name);
} catch (error) {
logger.error(
`Error while preloading json resource ${resource.name}:`,
error
);
}
}
loadJsonAsync(resourceName: string): Promise<Object | null> {
const that = this;
return new Promise((resolve, reject) => {
that.loadJson(resourceName, (error, content) => {
if (error) {
reject(error.message);
}
resolve(content);
});
});
}
private _getJsonResource = (resourceName: string): ResourceData | null => {
const resource = this._resourceLoader.getResource(resourceName);
return resource && this.getResourceKinds().includes(resource.kind)
? resource
: null;
};
async processResource(resourceName: string): Promise<void> {
// Do nothing because json are light enough to be parsed in background.
}
/**
* Request the json file from the given resource name.
* This method is asynchronous. When loaded, the `callback` is called with the error
* (null if none) and the loaded json (a JS Object).
*
* @param resourceName The resource pointing to the json file to load.
* @param callback The callback function called when json is loaded (or an error occurred).
*/
loadJson(resourceName: string, callback: JsonManagerRequestCallback): void {
const resource = this._getJsonResource(resourceName);
if (!resource) {
callback(
new Error(
'Can\'t find resource with name: "' +
resourceName +
'" (or is not a json resource).'
),
null
);
return;
}
// Don't fetch again an object that is already in memory
if (this._loadedJsons.get(resource)) {
callback(null, this._loadedJsons.get(resource));
return;
}
// Don't fetch again an object that is already being fetched.
{
const callbacks = this._callbacks.get(resource);
if (callbacks) {
callbacks.push(callback);
return;
} else {
this._callbacks.set(resource, [callback]);
}
}
const that = this;
const xhr = new XMLHttpRequest();
xhr.responseType = 'json';
xhr.withCredentials = this._resourceLoader.checkIfCredentialsRequired(
resource.file
);
xhr.open('GET', this._resourceLoader.getFullUrl(resource.file));
xhr.onload = function () {
const callbacks = that._callbacks.get(resource);
if (!callbacks) {
return;
}
if (xhr.status !== 200) {
for (const callback of callbacks) {
callback(
new Error(
'HTTP error: ' + xhr.status + '(' + xhr.statusText + ')'
),
null
);
}
that._callbacks.delete(resource);
return;
}
// Cache the result
that._loadedJsons.set(resource, xhr.response);
for (const callback of callbacks) {
callback(null, xhr.response);
}
that._callbacks.delete(resource);
};
xhr.onerror = function () {
const callbacks = that._callbacks.get(resource);
if (!callbacks) {
return;
}
for (const callback of callbacks) {
callback(new Error('Network error'), null);
}
that._callbacks.delete(resource);
};
xhr.onabort = function () {
const callbacks = that._callbacks.get(resource);
if (!callbacks) {
return;
}
for (const callback of callbacks) {
callback(new Error('Request aborted'), null);
}
that._callbacks.delete(resource);
};
xhr.send();
}
/**
* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
* @param resourceName The name of the json resource.
* @returns true if the content of the json resource is loaded. false otherwise.
*/
isJsonLoaded(resourceName: string): boolean {
return !!this._loadedJsons.getFromName(resourceName);
}
/**
* Get the object for the given resource that is already loaded (preloaded or loaded with `loadJson`).
* If the resource is not loaded, `null` will be returned.
*
* @param resourceName The name of the json resource.
* @returns the content of the json resource, if loaded. `null` otherwise.
*/
getLoadedJson(resourceName: string): Object | null {
return this._loadedJsons.getFromName(resourceName) || null;
}
/**
* To be called when the game is disposed.
* Clear the JSONs loaded in this manager.
*/
dispose(): void {
this._loadedJsons.clear();
this._callbacks.clear();
}
unloadResource(resourceData: ResourceData): void {
const loadedJson = this._loadedJsons.get(resourceData);
if (loadedJson) {
this._loadedJsons.delete(resourceData);
}
const callback = this._callbacks.get(resourceData);
if (callback) {
this._callbacks.delete(resourceData);
}
}
}
}