Assets/Httx/Runtime/Utils/UnityWebRequestReporter.cs
// 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<IProgress<float>> progressRef, UnityWebRequest request) {
ProgressRef = progressRef;
Request = request;
}
public WeakReference<IProgress<float>> ProgressRef { get; }
public UnityWebRequest Request { get; }
}
private static bool isInitialized;
private static readonly Dictionary<string, ReporterWrapper> Reporters =
new Dictionary<string, ReporterWrapper>();
[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<PlayerLoopSystem>(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);
}
}
}
}
}