Initial flame_lua_runtime package
This commit is contained in:
279
lib/runtime/resources/game_resource_manager.dart
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279
lib/runtime/resources/game_resource_manager.dart
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import 'dart:ui' as ui;
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import 'package:flame_spine/flame_spine.dart';
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import '../diagnostics/runtime_diagnostics.dart';
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import '../lifecycle/runtime_async_gate.dart';
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import '../packages/game_package.dart';
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import '../packages/game_package_manifest.dart';
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import 'resource_load_limiter.dart';
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// These part files only group GameResourceManager private helpers. The public
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// facade stays in GameResourceManager so callers do not depend on extensions.
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part 'game_resource_loading.dart';
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part 'game_resource_debug.dart';
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part 'game_resource_cache.dart';
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class GameResourceManager {
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GameResourceManager({
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RuntimeDiagnostics? diagnostics,
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int? maxCacheBytes,
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int? maxCacheEntries,
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int maxConcurrentLoads = 4,
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}) : _diagnostics = diagnostics,
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_maxCacheBytes = maxCacheBytes,
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_maxCacheEntries = maxCacheEntries,
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_loadLimiter = ResourceLoadLimiter(maxConcurrentLoads);
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final RuntimeDiagnostics? _diagnostics;
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final int? _maxCacheBytes;
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final int? _maxCacheEntries;
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final ResourceLoadLimiter _loadLimiter;
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final RuntimeAsyncGate _asyncGate = RuntimeAsyncGate(initiallyClosed: true);
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GamePackage? _package;
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final Map<String, _ImageResourceRecord> _images = {};
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int _cacheBytes = 0;
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int _accessCounter = 0;
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int get generation => _asyncGate.generation;
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bool get hasPackage => _package != null;
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GamePackage get package {
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final value = _package;
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if (value == null) {
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throw StateError('GameResourceManager has no active package');
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}
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return value;
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}
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Future<void> mount(GamePackage package) async {
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_releaseCachedImages();
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_asyncGate.activate();
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_package = package;
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await preloadDeclaredImages(package.manifest);
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await preloadDeclaredSpines(package.manifest);
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}
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void dispose() {
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_asyncGate.close();
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_releaseCachedImages();
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_package = null;
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}
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String resolve(String keyOrPath) {
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return package.resolveResourcePath(keyOrPath);
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}
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GameResourceState imageState(String keyOrPath) {
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final path = _tryResolve(keyOrPath);
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if (path == null) {
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return GameResourceState.failed;
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}
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return _images[path]?.state ?? GameResourceState.idle;
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}
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Object? imageError(String keyOrPath) {
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final path = _tryResolve(keyOrPath);
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if (path == null) {
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return StateError('GameResourceManager has no active package');
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}
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return _images[path]?.lastError;
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}
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Map<String, Object?> imagesDebugJson() {
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final activePackage = _package;
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final declaredPaths = <String>{};
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final resources = <Map<String, Object?>>[];
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if (activePackage != null) {
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for (final entry in activePackage.manifest.resources.entries) {
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final resource = entry.value;
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if (resource.type != GameResourceType.image) {
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continue;
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}
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final path = activePackage.resolveResourcePath(entry.key);
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declaredPaths.add(path);
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resources.add(
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_imageRecordDebugJson(
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key: entry.key,
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path: path,
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preload: resource.preload,
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declared: true,
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),
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);
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}
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}
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for (final path in _images.keys) {
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if (declaredPaths.contains(path)) {
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continue;
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}
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resources.add(
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_imageRecordDebugJson(
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key: null,
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path: path,
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preload: null,
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declared: false,
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),
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);
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}
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return {
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'generation': generation,
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'hasPackage': activePackage != null,
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'count': resources.length,
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'activeLoads': _loadLimiter.activeCount,
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'pendingLoads': _loadLimiter.pendingCount,
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'resources': resources,
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};
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}
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bool evictImage(String keyOrPath) {
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final path = _tryResolve(keyOrPath);
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if (path == null) {
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return false;
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}
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return _removeImageRecord(path);
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}
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Future<ui.Image?> retryImage(String keyOrPath) {
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evictImage(keyOrPath);
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return loadImage(keyOrPath);
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}
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Future<ui.Image?> loadImage(String? keyOrPath, {bool retain = false}) {
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return _loadImage(keyOrPath, failOnError: false, retain: retain);
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}
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Future<SpineComponent?> createSpineComponent(String? keyOrPath) {
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return _createSpineComponent(keyOrPath);
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}
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bool retainImage(String keyOrPath, {int? generation}) {
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final path = _tryResolve(keyOrPath);
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if (path == null) {
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return false;
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}
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final record = _images[path];
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if (record == null ||
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record.state != GameResourceState.ready ||
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(generation != null && record.generation != generation)) {
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return false;
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}
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record.refCount++;
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_touch(record);
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return true;
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}
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bool releaseImage(String keyOrPath, {int? generation}) {
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final path = _tryResolve(keyOrPath);
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if (path == null) {
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return false;
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}
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final record = _images[path];
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if (record == null ||
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(generation != null && record.generation != generation)) {
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return false;
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}
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if (record.refCount > 0) {
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record.refCount--;
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}
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_touch(record);
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_enforceImageBudget();
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return true;
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}
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Future<void> preloadGroup(String group, {bool failOnError = false}) async {
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final activePackage = _package;
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if (activePackage == null) {
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throw StateError('GameResourceManager has no active package');
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}
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final futures = <Future<void>>[];
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for (final entry in activePackage.manifest.resources.entries) {
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final resource = entry.value;
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if (resource.type == GameResourceType.image && resource.group == group) {
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futures.add(
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_loadImage(entry.key, failOnError: failOnError).then((_) {}),
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);
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}
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if (resource.type == GameResourceType.spine && resource.group == group) {
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futures.add(_preloadSpine(entry.key, failOnError: failOnError));
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}
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}
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await Future.wait(futures);
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}
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int evictGroup(String group) {
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final activePackage = _package;
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if (activePackage == null) {
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return 0;
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}
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var count = 0;
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for (final entry in activePackage.manifest.resources.entries) {
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final resource = entry.value;
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if (resource.type != GameResourceType.image || resource.group != group) {
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continue;
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}
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final path = activePackage.resolveResourcePath(entry.key);
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if (_removeImageRecord(path)) {
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count++;
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}
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}
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return count;
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}
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Future<void> preloadDeclaredImages(GamePackageManifest manifest) async {
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final futures = <Future<void>>[];
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for (final entry in manifest.resources.entries) {
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final resource = entry.value;
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if (resource.type != GameResourceType.image ||
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resource.preload == GameResourcePreload.lazy) {
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continue;
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}
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final failOnError = resource.preload == GameResourcePreload.required;
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futures.add(_loadImage(entry.key, failOnError: failOnError).then((_) {}));
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}
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await Future.wait(futures);
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}
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Future<void> preloadDeclaredSpines(GamePackageManifest manifest) async {
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final futures = <Future<void>>[];
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for (final entry in manifest.resources.entries) {
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final resource = entry.value;
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if (resource.type != GameResourceType.spine ||
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resource.preload == GameResourcePreload.lazy) {
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continue;
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}
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final failOnError = resource.preload == GameResourcePreload.required;
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futures.add(_preloadSpine(entry.key, failOnError: failOnError));
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}
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await Future.wait(futures);
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}
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}
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enum GameResourceState { idle, loading, ready, failed, disposed }
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class ResourceLoadException implements Exception {
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const ResourceLoadException(this.message);
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final String message;
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@override
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String toString() => 'ResourceLoadException: $message';
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}
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class _ImageResourceRecord {
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_ImageResourceRecord({required this.generation});
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final int generation;
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GameResourceState state = GameResourceState.idle;
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Future<ui.Image?>? inflight;
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ui.Image? image;
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Object? lastError;
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int estimatedBytes = 0;
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int refCount = 0;
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int lastUsed = 0;
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}
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