// Copyright (c) 2020 Sergey Ivonchik // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE // OR OTHER DEALINGS IN THE SOFTWARE. using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Networking; #if UNITY_2019_3_OR_NEWER using UnityEngine.LowLevel; using UnityEngine.PlayerLoop; #else using UnityEngine.Experimental.LowLevel; using UnityEngine.Experimental.PlayerLoop; #endif namespace Httx.Utils { public static class UnityWebRequestReporter { public struct HttxUnityWebRequestReporterFixedUpdate { } public class ReporterWrapper { public ReporterWrapper(WeakReference> progressRef, UnityWebRequest request) { ProgressRef = progressRef; Request = request; } public WeakReference> ProgressRef { get; } public UnityWebRequest Request { get; } } private static bool isInitialized; private static readonly Dictionary Reporters = new Dictionary(); [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] private static void Initialize() { if (isInitialized) { return; } #if UNITY_2019_3_OR_NEWER var rootSystem = PlayerLoop.GetCurrentPlayerLoop(); #else var rootSystem = PlayerLoop.GetDefaultPlayerLoop(); #endif var fixedUpdateSystem = rootSystem.subSystemList.First(s => s.type == typeof(FixedUpdate)); var fixedUpdateList = new List(fixedUpdateSystem.subSystemList) { new PlayerLoopSystem { type = typeof(HttxUnityWebRequestReporterFixedUpdate), updateDelegate = UpdateFunctionImpl } }; fixedUpdateSystem.subSystemList = fixedUpdateList.ToArray(); rootSystem.subSystemList = rootSystem.subSystemList.Select(s => s.type == typeof(FixedUpdate) ? fixedUpdateSystem : s).ToArray(); PlayerLoop.SetPlayerLoop(rootSystem); isInitialized = true; } public static void AddReporterRef(string pRefId, ReporterWrapper wrapper) { Reporters[pRefId] = wrapper; } public static void RemoveReporterRef(string pRefId) { if (!Reporters.ContainsKey(pRefId)) { return; } Reporters[pRefId] = null; Reporters.Remove(pRefId); } private static void UpdateFunctionImpl() { foreach (var p in Reporters.Where(p => p.Value?.ProgressRef != null)) { p.Value.ProgressRef.TryGetTarget(out var progress); var request = p.Value?.Request; // XXX: Basically, it's not very good strategy. But just // for the sake of simplicity, let's try how this approach // will be valid for most use cases. var progressValue = null != request?.uploadHandler ? request.uploadProgress : request?.downloadProgress; if (progressValue != null) { progress?.Report((float)progressValue); } } } } }