using System.Collections.Generic;
using System.Threading;
using Bright.Serialization;
using Cysharp.Threading.Tasks;
using GameBase;
using GameConfig;
using TEngine;
using UnityEngine;
///
/// 配置加载器
///
public class ConfigSystem : Singleton
{
private bool _init = false;
private Tables _tables;
public Tables Tables
{
get
{
if (!_init)
{
#if !UNITY_WEBGL
_init = true;
#endif
Log.Error("Config not loaded. You need Take LoadAsync at first.");
}
return _tables;
}
}
private readonly Dictionary _configs = new Dictionary();
///
/// 异步加载配置。
///
public async UniTask LoadAsync()
{
_tables = new Tables();
await _tables.LoadAsync(LoadByteBufAsync);
_init = true;
}
///
/// 异步加载二进制配置。
///
/// FileName
/// ByteBuf
private async UniTask LoadByteBufAsync(string file)
{
#if false
GameTickWatcher gameTickWatcher = new GameTickWatcher();
#endif
byte[] ret;
var location = file;
if (_configs.TryGetValue(location, out var config))
{
ret = config.bytes;
}
else
{
var textAssets = await GameModule.Resource.LoadAssetAsync(location, CancellationToken.None);
ret = textAssets.bytes;
RegisterTextAssets(file, textAssets);
}
#if false
Log.Warning($"LoadByteBuf {file} used time {gameTickWatcher.ElapseTime()}");
#endif
return new ByteBuf(ret);
}
///
/// 注册配置资源。
///
/// 资源Key。
/// 资源实例。
/// 注册成功。
private bool RegisterTextAssets(string key, TextAsset value)
{
if (string.IsNullOrEmpty(key))
{
return false;
}
if (value == null)
{
return false;
}
_configs[key] = value;
return true;
}
}