Load database when start game
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+39
-16
@@ -1,16 +1,17 @@
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extends Control
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const TICKS_TIME_MAX = 100 # msec
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var current_scene = null
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var loader = null
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var wait_frames = 1
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var time_max = 100 # msec
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var database = null
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func _ready():
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print("[global#_ready] get root scene")
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var root = get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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if current_scene.name != "Main":
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get_node("/root/Loading").hide()
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_initialize_current_scene()
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_initialize_database()
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func goto_scene(path):
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print("[global#goto_scene]")
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@@ -41,29 +42,51 @@ func _process(_delta):
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var tick = OS.get_ticks_msec()
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# Use "time_max" to control for how long we block this thread
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while OS.get_ticks_msec() < tick + time_max:
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# Use "TICKS_TIME_MAX" to control for how long we block this thread
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while OS.get_ticks_msec() < tick + TICKS_TIME_MAX:
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var err = loader.poll()
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if err == ERR_FILE_EOF: # Finished loading.
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var resource = loader.get_resource()
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loader = null
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set_new_scene(resource)
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get_node("/root/Loading").hide()
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_set_new_scene()
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break
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elif err == OK:
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update_progress()
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_update_progress()
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else:
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print("[global#_process] Error loading")
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loader = null
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break
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func update_progress():
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## PRIVATE
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func _initialize_current_scene():
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var root = get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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if current_scene.name != "Main":
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get_node("/root/Loading").hide()
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func _initialize_database():
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print("[global#_initialize_database]")
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var database_manager = load(gddb_constants.c_addon_main_path + "core/db_man.gd").new()
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var db_id = database_manager.load_database("res://db/ahog.json")
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if db_id == gddb_types.e_db_invalid_file:
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print("[global#_initialize_database] Error invalid database file !")
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OS.set_exit_code(1)
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if db_id == gddb_types.e_db_invalid_ver:
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print("[global#_initialize_database] Error invalid database version !")
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OS.set_exit_code(1)
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database = database_manager.get_db_by_id(db_id)
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func _update_progress():
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print("[global#update_progress]")
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Loading.visible = true
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Loading.get_node("ColorRect/CenterContainer/VBoxContainer/ProgressBar").set_value(loader.get_stage())
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func set_new_scene(scene_resource):
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func _set_new_scene():
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print("[global#set_new_scene]")
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current_scene = scene_resource.instance()
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var resource = loader.get_resource()
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loader = null
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current_scene = resource.instance()
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get_node("/root").add_child(current_scene)
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get_node("/root/Loading").hide()
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