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967033c407
Listen error event on base texture loading Also makes file watcher listen on addition and removal of files.
219 lines
7.0 KiB
TypeScript
219 lines
7.0 KiB
TypeScript
/*
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* GDevelop JS Platform
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* Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.
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* This project is released under the MIT License.
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*/
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namespace gdjs {
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const logger = new gdjs.Logger('JSON Manager');
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/** The callback called when a json that was requested is loaded (or an error occurred). */
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export type JsonManagerRequestCallback = (
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error: Error | null,
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content: Object | null
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) => void;
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/**
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* JsonManager loads json files (using `XMLHttpRequest`), using the "json" resources
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* registered in the game resources.
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*
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* Contrary to audio/fonts, json files are loaded asynchronously, when requested.
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* You should properly handle errors, and give the developer/player a way to know
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* that loading failed.
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*/
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export class JsonManager {
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_resourcesLoader: RuntimeGameResourcesLoader;
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_resources: Map<string, ResourceData>;
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_loadedJsons: { [key: string]: Object } = {};
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_callbacks: { [key: string]: Array<JsonManagerRequestCallback> } = {};
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/**
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* @param resourceDataArray The resources data of the game.
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* @param resourcesLoader The resources loader of the game.
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*/
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constructor(
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resourceDataArray: ResourceData[],
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resourcesLoader: RuntimeGameResourcesLoader
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) {
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this._resources = new Map<string, ResourceData>();
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this.setResources(resourceDataArray);
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this._resourcesLoader = resourcesLoader;
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}
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/**
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* Update the resources data of the game. Useful for hot-reloading, should not be used otherwise.
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*
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* @param resourceDataArray The resources data of the game.
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*/
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setResources(resourceDataArray: ResourceData[]): void {
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this._resources.clear();
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for (const resourceData of resourceDataArray) {
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if (
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resourceData.kind === 'json' ||
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resourceData.kind === 'tilemap' ||
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resourceData.kind === 'tileset'
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) {
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this._resources.set(resourceData.name, resourceData);
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}
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}
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}
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/**
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* Request all the json resources to be preloaded (unless they are marked as not preloaded).
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*
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* Note that even if a JSON is already loaded, it will be reloaded (useful for hot-reloading,
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* as JSON files can have been modified without the editor knowing).
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*
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* @param onProgress The function called after each json is loaded.
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*/
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async preloadJsons(
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onProgress: (loadedCount: integer, totalCount: integer) => void
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): Promise<integer> {
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const preloadedResources = [...this._resources.values()].filter(
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(resource) => !resource.disablePreload
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);
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let loadedCount = 0;
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await Promise.all(
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preloadedResources.map(async (resource) => {
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try {
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await this.loadJsonAsync(resource.name);
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} catch (error) {
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logger.error(
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`Error while preloading json resource ${resource.name}:`,
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error
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);
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}
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loadedCount++;
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onProgress(loadedCount, this._resources.size);
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})
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);
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return loadedCount;
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}
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loadJsonAsync(resourceName: string): Promise<Object | null> {
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const that = this;
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return new Promise((resolve, reject) => {
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that.loadJson(resourceName, (error, content) => {
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if (error) {
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reject(error.message);
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}
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resolve(content);
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});
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});
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}
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/**
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* Request the json file from the given resource name.
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* This method is asynchronous. When loaded, the `callback` is called with the error
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* (null if none) and the loaded json (a JS Object).
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*
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* @param resourceName The resource pointing to the json file to load.
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* @param callback The callback function called when json is loaded (or an error occurred).
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*/
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loadJson(resourceName: string, callback: JsonManagerRequestCallback): void {
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const resource = this._resources.get(resourceName);
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if (!resource) {
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callback(
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new Error(
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'Can\'t find resource with name: "' +
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resourceName +
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'" (or is not a json resource).'
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),
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null
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);
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return;
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}
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// Don't fetch again an object that is already in memory
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if (this._loadedJsons[resourceName]) {
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callback(null, this._loadedJsons[resourceName]);
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return;
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}
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// Don't fetch again an object that is already being fetched.
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{
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const callbacks = this._callbacks[resourceName];
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if (callbacks) {
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callbacks.push(callback);
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return;
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} else {
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this._callbacks[resourceName] = [callback];
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}
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}
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const that = this;
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const xhr = new XMLHttpRequest();
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xhr.responseType = 'json';
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xhr.withCredentials = this._resourcesLoader.checkIfCredentialsRequired(
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resource.file
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);
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xhr.open('GET', this._resourcesLoader.getFullUrl(resource.file));
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xhr.onload = function () {
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const callbacks = that._callbacks[resourceName];
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if (!callbacks) {
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return;
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}
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if (xhr.status !== 200) {
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for (const callback of callbacks) {
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callback(
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new Error(
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'HTTP error: ' + xhr.status + '(' + xhr.statusText + ')'
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),
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null
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);
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}
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delete that._callbacks[resourceName];
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return;
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}
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// Cache the result
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that._loadedJsons[resourceName] = xhr.response;
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for (const callback of callbacks) {
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callback(null, xhr.response);
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}
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delete that._callbacks[resourceName];
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};
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xhr.onerror = function () {
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const callbacks = that._callbacks[resourceName];
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if (!callbacks) {
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return;
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}
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for (const callback of callbacks) {
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callback(new Error('Network error'), null);
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}
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delete that._callbacks[resourceName];
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};
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xhr.onabort = function () {
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const callbacks = that._callbacks[resourceName];
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if (!callbacks) {
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return;
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}
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for (const callback of callbacks) {
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callback(new Error('Request aborted'), null);
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}
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delete that._callbacks[resourceName];
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};
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xhr.send();
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}
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/**
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* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
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* @param resourceName The name of the json resource.
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* @returns true if the content of the json resource is loaded. false otherwise.
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*/
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isJsonLoaded(resourceName: string): boolean {
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return !!this._loadedJsons[resourceName];
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}
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/**
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* Get the object for the given resource that is already loaded (preloaded or loaded with `loadJson`).
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* If the resource is not loaded, `null` will be returned.
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*
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* @param resourceName The name of the json resource.
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* @returns the content of the json resource, if loaded. `null` otherwise.
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*/
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getLoadedJson(resourceName: string): Object | null {
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return this._loadedJsons[resourceName] || null;
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}
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}
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}
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