2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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http://www.cocos2d-x.org
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2019-11-23 20:27:39 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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2019-11-23 20:27:39 +08:00
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __AssetsManager__
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#define __AssetsManager__
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#include <string>
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#include <mutex>
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#include "2d/CCNode.h"
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#include "extensions/ExtensionMacros.h"
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#include "extensions/ExtensionExport.h"
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2021-06-18 11:31:07 +08:00
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struct zlib_filefunc_def_s;
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namespace cocos2d
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{
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namespace network
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{
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class Downloader;
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}
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} // namespace cocos2d
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NS_CC_EXT_BEGIN
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class AssetsManagerDelegateProtocol;
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/*
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* This class is used to auto update resources, such as pictures or scripts.
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* The updated package should be a zip file. And there should be a file named
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* version in the server, which contains version code.
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*/
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class CC_EX_DLL AssetsManager : public Node
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{
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public:
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enum class ErrorCode
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{
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// Error caused by creating a file to store downloaded data
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CREATE_FILE,
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/** Error caused by network
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-- network unavailable
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-- timeout
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-- ...
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*/
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NETWORK,
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/** There is not a new version
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*/
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NO_NEW_VERSION,
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/** Error caused in uncompressing stage
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-- can not open zip file
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-- can not read file global information
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-- can not read file information
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-- can not create a directory
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-- ...
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*/
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UNCOMPRESS,
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};
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/* @brief Creates a AssetsManager with new package url, version code url and storage path.
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*
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* @param packageUrl URL of new package, the package should be a zip file.
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* @param versionFileUrl URL of version file. It should contain version code of new package.
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* @param storagePath The path to store downloaded resources.
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* @js NA
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* @lua new
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*/
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AssetsManager(const char* packageUrl = NULL, const char* versionFileUrl = NULL, const char* storagePath = NULL);
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~AssetsManager();
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typedef std::function<void(int)> ErrorCallback;
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typedef std::function<void(int)> ProgressCallback;
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typedef std::function<void()> SuccessCallback;
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/* @brief To access within scripting environment
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*/
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static AssetsManager* create(const char* packageUrl,
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const char* versionFileUrl,
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const char* storagePath,
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ErrorCallback errorCallback,
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ProgressCallback progressCallback,
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SuccessCallback successCallback);
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/* @brief Check out if there is a new version resource.
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* You may use this method before updating, then let user determine whether
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* he wants to update resources.
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*/
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virtual bool checkUpdate();
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using Node::update;
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/* @brief Download new package if there is a new version, and uncompress downloaded zip file.
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* Ofcourse it will set search path that stores downloaded files.
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*/
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virtual void update();
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/* @brief Gets url of package.
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*/
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const char* getPackageUrl() const;
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/* @brief Sets package url.
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*/
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void setPackageUrl(const char* packageUrl);
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/* @brief Gets version file url.
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*/
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const char* getVersionFileUrl() const;
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/* @brief Gets version file url.
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*/
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void setVersionFileUrl(const char* versionFileUrl);
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/* @brief Gets current version code.
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*/
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std::string_view getVersion();
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/* @brief Deletes recorded version code.
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*/
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void deleteVersion();
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/* @brief Gets storage path.
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*/
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const char* getStoragePath() const;
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/* @brief Sets storage path.
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*
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* @param storagePath The path to store downloaded resources.
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* @warning The path should be a valid path.
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*/
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void setStoragePath(const char* storagePath);
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/** @brief Sets delegate, the delegate will receive messages
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* @js NA
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* @lua NA
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*/
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void setDelegate(AssetsManagerDelegateProtocol* delegate);
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/**
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* @js NA
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* @lua NA
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*/
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AssetsManagerDelegateProtocol* getDelegate() const { return _delegate; }
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/** @brief Sets connection time out in seconds
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*/
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void setConnectionTimeout(unsigned int timeout);
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/** @brief Gets connection time out in seconds
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*/
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unsigned int getConnectionTimeout();
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protected:
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void checkStoragePath();
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bool uncompress();
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void setSearchPath();
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void downloadAndUncompress();
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void fillZipFunctionOverrides(zlib_filefunc_def_s& zipFunctionOverrides);
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private:
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//! The path to store downloaded resources.
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std::string _storagePath;
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//! The version of downloaded resources.
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std::string _version;
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std::string _packageUrl;
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std::string _versionFileUrl;
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std::string _downloadedVersion;
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cocos2d::network::Downloader* _downloader;
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unsigned int _connectionTimeout;
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AssetsManagerDelegateProtocol* _delegate;
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bool _isDownloading;
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bool _shouldDeleteDelegateWhenExit;
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std::string keyOfVersion() const;
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std::string keyOfDownloadedVersion() const;
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};
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class AssetsManagerDelegateProtocol
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{
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public:
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virtual ~AssetsManagerDelegateProtocol(){};
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public:
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/* @brief Call back function for error
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@param errorCode Type of error
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* @js NA
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* @lua NA
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*/
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virtual void onError(AssetsManager::ErrorCode errorCode) {}
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/** @brief Call back function for recording downloading percent
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@param percent How much percent downloaded
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@warning This call back function just for recording downloading percent.
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AssetsManager will do some other thing after downloading, you should
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write code in onSuccess() after downloading.
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* @js NA
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* @lua NA
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*/
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virtual void onProgress(int percent) {}
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/** @brief Call back function for success
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* @js NA
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* @lua NA
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*/
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virtual void onSuccess() {}
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};
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NS_CC_EXT_END
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#endif /* defined(__AssetsManager__) */
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