├── .gitattributes
├── .gitignore
├── CHANGELOG.md
├── CHANGELOG.md.meta
├── Documentation.meta
├── Documentation
├── com.gameframe.assetcache.md
└── com.gameframe.assetcache.md.meta
├── Editor.meta
├── Editor
├── AssetCacheEditor.cs
├── AssetCacheEditor.cs.meta
├── com.gameframe.assetcache.Editor.asmdef
└── com.gameframe.assetcache.Editor.asmdef.meta
├── LICENSE
├── LICENSE.md
├── LICENSE.md.meta
├── LICENSE.meta
├── README.md
├── README.md.meta
├── Runtime.meta
├── Runtime
├── AssetCache.cs
├── AssetCache.cs.meta
├── IAssetLoader.cs
├── IAssetLoader.cs.meta
├── RawImageWebAssetCache.cs
├── RawImageWebAssetCache.cs.meta
├── WebTextureCache.cs
├── WebTextureCache.cs.meta
├── com.gameframe.assetcache.asmdef
└── com.gameframe.assetcache.asmdef.meta
├── Tests.meta
├── Tests
├── Editor.meta
├── Editor
│ ├── AssetCacheEditorTests.cs
│ ├── AssetCacheEditorTests.cs.meta
│ ├── com.gameframe.assetcache.Editor.Tests.asmdef
│ └── com.gameframe.assetcache.Editor.Tests.asmdef.meta
├── Runtime.meta
└── Runtime
│ ├── AssetCacheTests.cs
│ ├── AssetCacheTests.cs.meta
│ ├── com.gameframe.assetcache.Tests.asmdef
│ └── com.gameframe.assetcache.Tests.asmdef.meta
├── package.json
└── package.json.meta
/.gitattributes:
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1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
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/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Never ignore Asset meta data
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # TextMesh Pro files
20 | [Aa]ssets/TextMesh*Pro/
21 |
22 | # Autogenerated Jetbrains Rider plugin
23 | [Aa]ssets/Plugins/Editor/JetBrains*
24 |
25 | # Visual Studio cache directory
26 | .vs/
27 |
28 | # Gradle cache directory
29 | .gradle/
30 |
31 | # Autogenerated VS/MD/Consulo solution and project files
32 | ExportedObj/
33 | .consulo/
34 | *.csproj
35 | *.unityproj
36 | *.sln
37 | *.suo
38 | *.tmp
39 | *.user
40 | *.userprefs
41 | *.pidb
42 | *.booproj
43 | *.svd
44 | *.pdb
45 | *.mdb
46 | *.opendb
47 | *.VC.db
48 |
49 | # Unity3D generated meta files
50 | *.pidb.meta
51 | *.pdb.meta
52 | *.mdb.meta
53 |
54 | # Unity3D generated file on crash reports
55 | sysinfo.txt
56 |
57 | # Builds
58 | *.apk
59 | *.unitypackage
60 |
61 | # Crashlytics generated file
62 | crashlytics-build.properties
63 |
64 |
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/CHANGELOG.md:
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1 | Created 9/18/2019
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/Documentation/com.gameframe.assetcache.md:
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1 | Asset cache library
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/Editor/AssetCacheEditor.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Gameframe.AssetCache.Editor
6 | {
7 | public class AssetCacheEditor : UnityEditor.Editor
8 | {
9 | }
10 | }
11 |
12 |
13 |
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1 | { "name": "com.gameframe.assetcache.Editor", "references": [ "com.gameframe.assetcache" ], "optionalUnityReferences": [], "includePlatforms": [ "Editor" ], "excludePlatforms": [] }
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/LICENSE:
--------------------------------------------------------------------------------
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137 |
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163 | has been advised of the possibility of such damages.
164 |
165 | 9. Accepting Warranty or Additional Liability. While redistributing
166 | the Work or Derivative Works thereof, You may choose to offer,
167 | and charge a fee for, acceptance of support, warranty, indemnity,
168 | or other liability obligations and/or rights consistent with this
169 | License. However, in accepting such obligations, You may act only
170 | on Your own behalf and on Your sole responsibility, not on behalf
171 | of any other Contributor, and only if You agree to indemnify,
172 | defend, and hold each Contributor harmless for any liability
173 | incurred by, or claims asserted against, such Contributor by reason
174 | of your accepting any such warranty or additional liability.
175 |
176 | END OF TERMS AND CONDITIONS
177 |
178 | APPENDIX: How to apply the Apache License to your work.
179 |
180 | To apply the Apache License to your work, attach the following
181 | boilerplate notice, with the fields enclosed by brackets "[]"
182 | replaced with your own identifying information. (Don't include
183 | the brackets!) The text should be enclosed in the appropriate
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185 | file or class name and description of purpose be included on the
186 | same "printed page" as the copyright notice for easier
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188 |
189 | Copyright 2019 Cory Leach
190 |
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192 | you may not use this file except in compliance with the License.
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/LICENSE.md:
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1 | Copyright 2019
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/README.md:
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1 |
2 |
3 |
4 | Gameframe.AssetCache 👋
5 |
6 |
27 |
28 | Library for caching and unloading assets
29 |
30 | ## Quick Package Install
31 |
32 | #### Using UnityPackageManager (for Unity 2019.3 or later)
33 | Open the package manager window (menu: Window > Package Manager)
34 | Select "Add package from git URL...", fill in the pop-up with the following link:
35 | https://github.com/coryleach/UnityAssetCache.git#1.3.0
36 |
37 | #### Using UnityPackageManager (for Unity 2019.1 or later)
38 |
39 | Find the manifest.json file in the Packages folder of your project and edit it to look like this:
40 | ```js
41 | {
42 | "dependencies": {
43 | "com.gameframe.assetcache": "https://github.com/coryleach/UnityAssetCache.git#1.3.0",
44 | ...
45 | },
46 | }
47 | ```
48 |
49 |
50 | ## Usage
51 |
52 | ```c#
53 | //Create an asset cache (like a WebTextureCache)
54 | var cache = new WebTextureCache();
55 |
56 | //Get a cached asset asynchronously
57 | var cachedAsset = await cache.GetAsync(url);
58 |
59 | //Use the asset
60 | image.texture = cachedAsset.Asset;
61 |
62 | //Dispose the reference so the cache knows you no longer are using it
63 | cachedAsset.Dispose();
64 | cachedAsset = null;
65 |
66 | //Clean the cache so all assets with zero references are unloaded
67 | cache.ClearUnusedAssets();
68 | ```
69 |
70 |
71 | ## Author
72 |
73 | 👤 **Cory Leach**
74 |
75 | * Twitter: [@coryleach](https://twitter.com/coryleach)
76 | * Github: [@coryleach](https://github.com/coryleach)
77 |
78 |
79 | ## Show your support
80 | Give a ⭐️ if this project helped you!
81 |
82 | Please consider supporting it either by contributing to the Github projects (submitting bug reports or features and/or creating pull requests) or by buying me coffee using any of the links below. Every little bit helps!
83 |
84 |
85 | [](https://ko-fi.com/coryleach)
86 |
87 |
88 | ***
89 | _This README was generated with ❤️ by [Gameframe.Packages](https://github.com/coryleach/unitypackages)_
90 |
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/Runtime/AssetCache.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Threading.Tasks;
5 |
6 | namespace Gameframe.AssetCache
7 | {
8 | ///
9 | /// Maintains a cache of assets
10 | ///
11 | /// The kind of asset to be cached
12 | public class AssetCache : KeyedAssetCache where TAssetType : class
13 | {
14 | public AssetCache(IKeyedAssetLoader loader) : base(loader) { }
15 | }
16 |
17 | ///
18 | /// Maintains a cache of assets with a specified key type and asset type
19 | ///
20 | /// The kind of asset to be cached
21 | /// The key used to reference the asset to be loaded/unloaded
22 | public class KeyedAssetCache where TAssetType : class
23 | {
24 | ///
25 | /// Reference to a cached asset.
26 | /// Dispose() should be called to release the asset reference.
27 | ///
28 | public interface ICachedAsset : IDisposable
29 | {
30 | ICachedAsset Clone();
31 | TAssetType Asset { get; }
32 | int RefCount { get; }
33 | }
34 |
35 | protected class AssetCacheEntry : IDisposable
36 | {
37 | private readonly TKeyType _assetKey;
38 | public TKeyType AssetKey => _assetKey;
39 |
40 | private int _refCount = 0;
41 | public int RefCount => _refCount;
42 |
43 | public TAssetType Asset => _task?.Result;
44 |
45 | private Task _task;
46 | public Task Task => _task;
47 |
48 | private readonly Action _assetDestroyer;
49 |
50 | private bool _disposed = false;
51 |
52 | public AssetCacheEntry(TKeyType assetKey, Task getAssetTask, Action assetDestroyer)
53 | {
54 | _assetKey = assetKey;
55 | _assetDestroyer = assetDestroyer;
56 | _task = getAssetTask;
57 | }
58 |
59 | public CachedAsset GetCachedAsset()
60 | {
61 | if (_disposed)
62 | {
63 | throw new InvalidOperationException("AssetCacheEntry cannot get asset after dispose.");
64 | }
65 | return new CachedAsset(this);
66 | }
67 |
68 | public void Increment()
69 | {
70 | if (_disposed)
71 | {
72 | throw new InvalidOperationException("AssetCacheEntry cannot increment after dispose.");
73 | }
74 | _refCount++;
75 | }
76 |
77 | public void Decrement()
78 | {
79 | if (_disposed)
80 | {
81 | throw new InvalidOperationException("AssetCacheEntry cannot decrement after dispose.");
82 | }
83 | _refCount--;
84 | }
85 |
86 | public void Dispose()
87 | {
88 | if (_disposed)
89 | {
90 | throw new InvalidOperationException("AssetCacheEntry already disposed");
91 | }
92 | _disposed = true;
93 | if (!_task.IsCompleted)
94 | {
95 | _task.ContinueWith((assetTask) => { _assetDestroyer(assetTask.Result); }, TaskContinuationOptions.OnlyOnRanToCompletion);
96 | }
97 | else
98 | {
99 | _assetDestroyer(_task.Result);
100 | }
101 | _task = null;
102 | }
103 | }
104 |
105 | protected class CachedAsset : ICachedAsset
106 | {
107 | private readonly AssetCacheEntry _cacheEntry;
108 | private bool _disposed;
109 |
110 | public CachedAsset(AssetCacheEntry entry)
111 | {
112 | _disposed = false;
113 | _cacheEntry = entry;
114 | _cacheEntry.Increment();
115 | }
116 |
117 | public ICachedAsset Clone()
118 | {
119 | return new CachedAsset(_cacheEntry);
120 | }
121 |
122 | public TAssetType Asset
123 | {
124 | get
125 | {
126 | if (_disposed)
127 | {
128 | throw new InvalidOperationException("CachedAsset has been disposed");
129 | }
130 | return _cacheEntry.Asset;
131 | }
132 | }
133 |
134 | public int RefCount => _cacheEntry.RefCount;
135 |
136 | public void Dispose()
137 | {
138 | if (_disposed)
139 | {
140 | throw new InvalidOperationException("CachedAsset has already been disposed");
141 | }
142 | _disposed = true;
143 | _cacheEntry.Decrement();
144 | }
145 | }
146 |
147 | protected readonly Dictionary CacheDictionary = new Dictionary();
148 |
149 | private readonly IKeyedAssetLoader _assetLoader;
150 |
151 | private async Task LocateAssetAsync(TKeyType assetKey)
152 | {
153 | var asset = await _assetLoader.LoadAsync(assetKey);
154 | return asset;
155 | }
156 |
157 | ///
158 | /// AssetCache Constructor
159 | ///
160 | /// loads and unloads assets
161 | public KeyedAssetCache(IKeyedAssetLoader loader)
162 | {
163 | _assetLoader = loader;
164 | }
165 |
166 | ///
167 | /// Get Cached Asset
168 | ///
169 | /// Key for the given asset. Should be handle-able by the asset locator
170 | /// Task that returns the cached asset
171 | public async Task GetAsync(TKeyType assetKey)
172 | {
173 | //Get or create cache entry
174 | if (!CacheDictionary.TryGetValue(assetKey, out var entry))
175 | {
176 | entry = new AssetCacheEntry(assetKey, LocateAssetAsync(assetKey), _assetLoader.Unload);
177 | CacheDictionary.Add(assetKey, entry);
178 | }
179 |
180 | //Wait for the task to finish
181 | if (!entry.Task.IsCompleted)
182 | {
183 | await entry.Task;
184 | }
185 |
186 | return entry.GetCachedAsset();
187 | }
188 |
189 | ///
190 | /// Called to clean up and unload assets that have no remaining references
191 | ///
192 | public void ClearUnusedAssets()
193 | {
194 | //Remove Unused entries
195 | var unusedEntries = CacheDictionary.Where((pair) => (pair.Value.RefCount <= 0)).ToList();
196 | foreach (var pair in unusedEntries)
197 | {
198 | CacheDictionary.Remove(pair.Key);
199 | pair.Value.Dispose();
200 | }
201 | }
202 |
203 | }
204 | }
205 |
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/Runtime/IAssetLoader.cs:
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1 | using System.Threading.Tasks;
2 |
3 | namespace Gameframe.AssetCache
4 | {
5 | ///
6 | /// Interface for loading and unloading assets in AssetCache
7 | ///
8 | /// UnityEngine.Object asset type
9 | public interface IAssetLoader : IKeyedAssetLoader where TAssetType : class
10 | {
11 | }
12 |
13 | ///
14 | /// Interface for loading and unloading assets in AssetCache
15 | ///
16 | /// UnityEngine.Object asset type
17 | public interface IKeyedAssetLoader where TAssetType : class
18 | {
19 | ///
20 | /// Loads an asset asynchronously
21 | ///
22 | /// path to the asset to be loaded
23 | /// Task that returns the asset type
24 | Task LoadAsync(TKeyType assetKey);
25 |
26 | ///
27 | /// Unloads an asset
28 | ///
29 | /// Asset to be unloaded
30 | void Unload(TAssetType asset);
31 | }
32 | }
33 |
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/Runtime/RawImageWebAssetCache.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | namespace Gameframe.AssetCache
5 | {
6 | ///
7 | /// Uses an internal static WebTextureCache to load a texture from the web and cache it
8 | ///
9 | public class RawImageWebAssetCache : MonoBehaviour
10 | {
11 | public RawImage image;
12 | public string url;
13 | public bool cleanCacheOnDisable = true;
14 |
15 | private static readonly WebTextureCache Cache = new WebTextureCache();
16 |
17 | private WebTextureCache.ICachedAsset cachedAsset;
18 |
19 | private void OnEnable()
20 | {
21 | image.enabled = false;
22 | Load();
23 | }
24 |
25 | private void OnDisable()
26 | {
27 | Unload();
28 | if (cleanCacheOnDisable)
29 | {
30 | Clean();
31 | }
32 | }
33 |
34 | private async void Load()
35 | {
36 | if (string.IsNullOrEmpty(url))
37 | {
38 | return;
39 | }
40 |
41 | var task = Cache.GetAsync(url);
42 | await task;
43 |
44 | if (!enabled || !gameObject.activeInHierarchy)
45 | {
46 | task.Result.Dispose();
47 | return;
48 | }
49 |
50 | if (cachedAsset != null)
51 | {
52 | Unload();
53 | }
54 |
55 | cachedAsset = task.Result;
56 |
57 | image.texture = cachedAsset.Asset;
58 | image.enabled = true;
59 | }
60 |
61 |
62 | private void Unload()
63 | {
64 | if (cachedAsset == null)
65 | {
66 | return;
67 | }
68 |
69 | cachedAsset.Dispose();
70 | cachedAsset = null;
71 | }
72 |
73 | public static void Clean()
74 | {
75 | Cache.ClearUnusedAssets();
76 | }
77 |
78 | private void OnValidate()
79 | {
80 | if (image == null)
81 | {
82 | image = GetComponent();
83 | }
84 | }
85 | }
86 | }
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/Runtime/WebTextureCache.cs:
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1 | using System;
2 | using System.Net.Http;
3 | using System.Threading.Tasks;
4 | using UnityEngine;
5 | using UnityEngine.Networking;
6 |
7 | namespace Gameframe.AssetCache
8 | {
9 | internal class WebTextureLoader : IAssetLoader
10 | {
11 | public async Task LoadAsync(string assetPath)
12 | {
13 | using (var request = UnityWebRequestTexture.GetTexture(assetPath))
14 | {
15 | var asyncOp = request.SendWebRequest();
16 |
17 | while (!asyncOp.isDone)
18 | {
19 | await Task.Yield();
20 | }
21 |
22 | if (request.isNetworkError)
23 | {
24 | throw new Exception($"Network Error: {request.error}");
25 | }
26 |
27 | if (request.isHttpError)
28 | {
29 | throw new HttpRequestException(request.error);
30 | }
31 |
32 | return DownloadHandlerTexture.GetContent(request);
33 | }
34 | }
35 |
36 | public void Unload(Texture2D asset)
37 | {
38 | UnityEngine.Object.Destroy(asset);
39 | }
40 | }
41 |
42 | ///
43 | /// Cache for loading textures from Web URLs
44 | ///
45 | public class WebTextureCache : AssetCache
46 | {
47 | public WebTextureCache() : base(new WebTextureLoader()) { }
48 | }
49 | }
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/Tests/Editor/AssetCacheEditorTests.cs:
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1 | namespace Gameframe.AssetCache.Tests.Editor
2 | {
3 | public class AssetCacheEditorTests
4 | {
5 | }
6 | }
7 |
8 |
9 |
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/Tests/Runtime/AssetCacheTests.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Threading.Tasks;
4 | using NUnit.Framework;
5 | using UnityEngine;
6 | using UnityEngine.TestTools;
7 |
8 | namespace Gameframe.AssetCache.Tests
9 | {
10 | public class AssetCacheTests
11 | {
12 | private class TestTextureLoader : IAssetLoader
13 | {
14 | public Task LoadAsync(string s)
15 | {
16 | Texture2D tex = new Texture2D(32, 32);
17 | return Task.Run(() =>
18 | {
19 | Task.Delay(100);
20 | return tex;
21 | });
22 | }
23 |
24 | public void Unload(Texture2D asset)
25 | {
26 | UnityEngine.Object.Destroy(asset);
27 | }
28 | }
29 |
30 | private AssetCache CreateCache()
31 | {
32 | var cache = new AssetCache(new TestTextureLoader());
33 | return cache;
34 | }
35 |
36 | [Test]
37 | public void CreateAsssetCache()
38 | {
39 | var cache = CreateCache();
40 | Assert.IsTrue(cache != null);
41 | }
42 |
43 | [UnityTest]
44 | public IEnumerator GetAsset()
45 | {
46 | var cache = CreateCache();
47 | var cachedAssetTask = cache.GetAsync("txone");
48 |
49 | while (!cachedAssetTask.IsCompleted)
50 | {
51 | yield return null;
52 | }
53 |
54 | var cachedAsset = cachedAssetTask.Result;
55 |
56 | Assert.IsTrue(cachedAsset.Asset != null);
57 | Assert.IsTrue(cachedAsset.RefCount == 1);
58 | }
59 |
60 | [UnityTest]
61 | public IEnumerator DisposeDecrementsRefCount()
62 | {
63 | var cache = CreateCache();
64 | var cachedAssetTask = cache.GetAsync("txone");
65 |
66 | while (!cachedAssetTask.IsCompleted)
67 | {
68 | yield return null;
69 | }
70 |
71 | var cachedAsset = cachedAssetTask.Result;
72 | Assert.IsTrue(cachedAsset.Asset != null);
73 | Assert.IsTrue(cachedAsset.RefCount == 1);
74 |
75 | cachedAsset.Dispose();
76 |
77 | Assert.IsTrue(cachedAsset.RefCount == 0);
78 | }
79 |
80 | [UnityTest]
81 | public IEnumerator GetAssetTwice()
82 | {
83 | var cache = CreateCache();
84 | var url = "txone";
85 | var cachedAssetTask = cache.GetAsync(url);
86 |
87 | while (!cachedAssetTask.IsCompleted)
88 | {
89 | yield return null;
90 | }
91 |
92 | var cachedAsset1 = cachedAssetTask.Result;
93 | Assert.IsTrue(cachedAsset1.Asset != null);
94 | Assert.IsTrue(cachedAsset1.RefCount == 1);
95 |
96 | cachedAssetTask = cache.GetAsync(url);
97 |
98 | while (!cachedAssetTask.IsCompleted)
99 | {
100 | yield return null;
101 | }
102 |
103 | var cachedAsset2 = cachedAssetTask.Result;
104 | //Confirm that the two cached assets refer to the same thing but are themselves different
105 | Assert.IsTrue(cachedAsset1 != cachedAsset2);
106 | Assert.IsTrue(cachedAsset2.Asset == cachedAsset1.Asset);
107 | Assert.IsTrue(cachedAsset1.RefCount == 2);
108 | Assert.IsTrue(cachedAsset2.RefCount == 2);
109 |
110 | }
111 |
112 | [UnityTest]
113 | public IEnumerator ExceptionOnDisposeTwice()
114 | {
115 | var cache = CreateCache();
116 | var url = "txone";
117 | var cachedAssetTask = cache.GetAsync(url);
118 |
119 | while (!cachedAssetTask.IsCompleted)
120 | {
121 | yield return null;
122 | }
123 |
124 | var cachedAsset = cachedAssetTask.Result;
125 | var copiedReference = cachedAsset;
126 |
127 | Assert.IsTrue(cachedAsset.Asset != null);
128 | Assert.IsTrue(cachedAsset.RefCount == 1);
129 |
130 | cachedAsset.Dispose();
131 | Assert.IsTrue(cachedAsset.RefCount == 0);
132 |
133 | Assert.Throws(() =>
134 | {
135 | copiedReference.Dispose();
136 | });
137 | }
138 |
139 | [UnityTest]
140 | public IEnumerator CanClone()
141 | {
142 | var cache = CreateCache();
143 | var url = "txone";
144 | var cachedAssetTask = cache.GetAsync(url);
145 |
146 | while (!cachedAssetTask.IsCompleted)
147 | {
148 | yield return null;
149 | }
150 |
151 | var cachedAsset = cachedAssetTask.Result;
152 | var copiedReference = cachedAsset.Clone();
153 |
154 | Assert.IsTrue(cachedAsset.Asset != null);
155 | Assert.IsTrue(cachedAsset.RefCount == 2);
156 |
157 | cachedAsset.Dispose();
158 | Assert.IsTrue(cachedAsset.RefCount == 1);
159 |
160 | copiedReference.Dispose();
161 | Assert.IsTrue(cachedAsset.RefCount == 0);
162 | }
163 |
164 | [UnityTest]
165 | public IEnumerator CanClean()
166 | {
167 | var cache = CreateCache();
168 |
169 | var url = "txone";
170 | var cachedAssetTask = cache.GetAsync(url);
171 |
172 | while (!cachedAssetTask.IsCompleted)
173 | {
174 | yield return null;
175 | }
176 |
177 | var cachedAsset = cachedAssetTask.Result;
178 | var copiedReference = cachedAsset.Clone();
179 |
180 | var asset = cachedAsset.Asset;
181 |
182 | Assert.IsTrue(cachedAsset.Asset != null);
183 | Assert.IsTrue(cachedAsset.RefCount == 2);
184 |
185 | cachedAsset.Dispose();
186 | Assert.IsTrue(cachedAsset.RefCount == 1);
187 |
188 | cache.ClearUnusedAssets();
189 |
190 | //Ensure cached asset was not destroyed yet
191 | Assert.IsFalse(asset == null);
192 |
193 | //Ensure cached asset gets destroyed once ref count hits 0
194 | copiedReference.Dispose();
195 | Assert.IsTrue(cachedAsset.RefCount == 0);
196 | cache.ClearUnusedAssets();
197 |
198 | //Must wait a frame after the unload/destroy for asset reference null check to return true
199 | yield return null;
200 | Assert.IsTrue(asset == null);
201 | }
202 |
203 | }
204 |
205 | }
206 |
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1 | {
2 | "name": "com.gameframe.assetcache",
3 | "displayName": "Gameframe.AssetCache",
4 | "version": "1.3.0",
5 | "description": "Library for caching and unloading assets",
6 | "keywords": [],
7 | "author": {
8 | "name": "Cory Leach",
9 | "email": "cory.leach@gmail.com",
10 | "url": "https://coryleach.info",
11 | "github": "coryleach",
12 | "twitter": "coryleach",
13 | "kofi": "https://ko-fi.com/coryleach"
14 | },
15 | "type": "library",
16 | "repositoryName": "UnityAssetCache"
17 | }
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