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72a62b7449 2.1.0 (#123)
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# Patchnotes 2.1.0
The changes in this update are more than just "patches". With a new UI, a new feature, and a bunch of bug fixes, improvements and a new member on the dev team, we thought this was more of a minor update.

We would like to introduce @tsubasahane of MareCN to the team! We’re happy to work with them to bring Lightless and its features to the CN client as well as having another talented dev bring features and ideas to us. Speaking of which:

# Location Sharing (Big shout out to @tsubasahane for bringing this feature)

- Are you TIRED of scrambling to find the address of the venue you're in to share with your friends? We are introducing Location Sharing! An optional feature where you can share your location with direct pairs temporarily [30 minutes, 1 hour, 3 hours] minutes or until you turn it off for them. That's up to you! [#125](<#125>)  [#49](<Lightless-Sync/LightlessServer#49>)
- To share your location with a pair, click the three dots beside the pair and choose a duration to share with them. [#125](<#125>)  [#49](<Lightless-Sync/LightlessServer#49>)
- To view the location of someone who's shared with you, simply hover over the globe icon! [#125](<#125>)  [#49](<Lightless-Sync/LightlessServer#49>)

[1]

# Model Optimization (Mesh Decimating)
 - This new option can automatically “simplify” incoming character meshes to help performance by reducing triangle counts. You choose how strong the reduction is (default/recommended is 80%). [#131](<#131>)
 - Decimation only kicks in when a mesh is above a certain triangle threshold, and only for the items that qualify for it and you selected for. [#131](<#131>)
 - Hair meshes is always excluded, since simplifying hair meshes is very prone to breaking.
 - You can find everything under Settings → Performance → Model Optimization. [#131](<#131>)
+ ** IF YOU HAVE USED DECIMATION IN TESTING, PLEASE CLEAR YOUR CACHE  **

[2]

# Animation (PAP) Validation (Safer animations)
 - Lightless now checks your currently animations to see if they work with your local skeleton/bone mod. If an animation matches, it’s included in what gets sent to other players. If it doesn’t, Lightless will skip it and write a warning to your log showing how many were skipped due to skeleton changes. Its defaulted to Unsafe (off). turn it on if you experience crashes from others users. [#131](<#131>)
 - Lightless also does the same kind of check for incoming animation files, to make sure they match the body/skeleton they were sent with. [#131](<#131>)
 - Because these checks can sometimes be a little picky, you can adjust how strict they are in Settings -> General -> Animation & Bones to reduce false positives. [#131](<#131>)

# UI Changes (Thanks to @kyuwu for UI Changes)
- The top part of the main screen has gotten a makeover. You can adjust the colors of the gradiant in the Color settings of Lightless. [#127](<#127>)

[3]

- Settings have gotten some changes as well to make this change more universal, and will use the same color settings. [#127](<#127>)
- The particle effects of the gradient are toggleable in 'Settings -> UI -> Behavior' [#127](<#127>)
- Instead of showing download/upload on bottom of Main UI, it will show VRAM usage and triangles with their optimization options next to it [#138](<#138>)

# LightFinder / ShellFinder
- UI Changes that follow our new design follow the color codes for the Gradient top as the main screen does.  [#127](<#127>)

[4]

Co-authored-by: defnotken <itsdefnotken@gmail.com>
Co-authored-by: azyges <aaaaaa@aaa.aaa>
Co-authored-by: cake <admin@cakeandbanana.nl>
Co-authored-by: Tsubasa <tsubasa@noreply.git.lightless-sync.org>
Co-authored-by: choco <choco@patat.nl>
Co-authored-by: celine <aaa@aaa.aaa>
Co-authored-by: celine <celine@noreply.git.lightless-sync.org>
Co-authored-by: Tsubasahane <wozaiha@gmail.com>
Co-authored-by: cake <cake@noreply.git.lightless-sync.org>
Reviewed-on: #123
2026-01-20 19:43:00 +00:00
13 changed files with 297 additions and 20 deletions

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@@ -1,11 +1,86 @@
tagline: "Lightless Sync v2.0.1"
subline: "LIGHTLESS IS EVOLVING!!"
tagline: "Lightless Sync v2.1.0"
subline: "Location Sharing, Animation Scanning, Sync Improvements, Lifestream IPC, and More!"
changelog:
- name: "v2.1.0"
tagline: "Happy New Year!"
date: "January 20 2026"
# be sure to set this every new version
isCurrent: true
versions:
- number: "Location Sharing (S/O to Tsubasa from the MareCN team for this feature!)"
icon: ""
items:
- "Are you TIRED of scrambling to find the address of the venue you're in to share with your friends? We are introducing Location Sharing! An optional feature where you can share your location with direct pairs temporarily [30 minutes, 1 hour, 3 hours] or until you turn it off for them. That's up to you!"
- "To share your location with a pair, click the three dots beside the pair and choose a duration to share with them."
- "To view the location of someone who's shared with you, simply hover over the globe icon!"
- number: "Model Optimization (Mesh Decimating)"
icon: ""
items:
- "This new option can automatically “simplify” incoming character meshes to help performance by reducing triangle counts. You choose how strong the reduction is (default/recommended is 80%). "
- "Decimation only kicks in when a mesh is above a certain triangle threshold, and only for the items that qualify for it and you selected for."
- "Hair meshes is always excluded, since simplifying hair meshes is very prone to breaking."
- "You can find everything under Settings → Performance → Model Optimization."
- "IF YOU HAVE USED DECIMATION IN TESTING, PLEASE CLEAR YOUR CACHE!"
- number: "Animation (PAP) Validation (Safer animations)"
icon: ""
items:
- "Lightless now checks your currently animations to see if they work with your local skeleton/bone mod. If an animation matches, its included in what gets sent to other players. If it doesnt, Lightless will skip it and write a warning to your log showing how many were skipped due to skeleton changes. Its defaulted to Unsafe (off). turn it on if you experience crashes from others users."
- "Lightless also does the same kind of check for incoming animation files, to make sure they match the body/skeleton they were sent with."
- "Because these checks can sometimes be a little picky, you can adjust how strict they are in Settings -> General -> Animation & Bones to reduce false positives."
- number: "UI Changes (Thanks to Choco for UI Changes)"
icon: ""
items:
- "The top part of the main screen has gotten a makeover. You can adjust the colors of the gradiant in the Color settings of Lightless."
- "Settings have gotten some changes as well to make this change more universal, and will use the same color settings."
- "The particle effects of the gradient are toggleable in 'Settings -> UI -> Behavior"
- "Instead of showing download/upload on bottom of Main UI, it will show VRAM usage and triangles with their optimization options next to it"
- number: "LightFinder / ShellFinder"
icon: ""
items:
- "UI Changes that follow our new design follow the color codes for the Gradient top as the main screen does."
- "A list of players using LightFinder near you is now available."
- "Improved the look of ShellFinder; a new pop-up for the join screen is included. This will be merged into more spots later."
- number: "Syncing Changes"
icon: ""
items:
- "Fixed a bottleneck that caused hitching for some users."
- "Fixed a bug where files in the downscale directory were not being deleted correctly."
- "Improved performance tracking by tracking both original and effective triangle counts."
- "Improved owned object detection."
- "Reverted collection work to old way to mitigate the syncing and VFX issues."
- "Fixed minion/mount/pet tracking to validate against player-related."
- "Added timeout support to Wait For Fully Loaded."
- "Enhanced pair handling to support model decimation. (Effective Triangles)."
- "Improved downloads through atomization."
- "Improved data management by only pushing to online pairs."
- number: "Syncshell Admin Panel changes"
icon: ""
items:
- "Changes to banned userlist to allow for preemptive banning of users."
- "Fixed when you are the owner, the buttons aren't overflowing into the side."
- "Pruning has been fixed not to include online users. It will only focus on offline users now."
- "Fixed that moderators can finally broadcast the syncshell."
- number: "Bug Fixes"
icon: ""
items:
- "Fixed a bug in the client CI/CD workflow where the plugin was contained twice in the zip. This will cut down on overall plugin size."
- "Added new flags for certain ImGUI windows to fix focusing issues with Chat2."
- "Validating PTRs for the game objects to prevent crashing while switching characters."
- number: "Lifestream Plugin integration"
icon: ""
items:
- "We have added Lifestream as an optional plugin you can install to support multiple future implementations >:3. In the near future, you'll be able to go straight to your pair using the Lifestream plugin in as easy as one click. We are also cooking something up for now; it will simply show as an optional plugin."
- "Integrated Lifestream to Location Sharing to easily teleport to all plots/apartments, and most maps."
- number: "Q1 Roadmap"
icon: ""
items:
- "Diagnostics Window - Est. Feb"
- "Ability to set a location as a 'Home' in syncshells - Est. Mid-Late Feb"
- "Lifestream support for Syncshell Homes - Est. Mid-Late Feb"
- "Community-oriented feature - In Refinement (est. Mar/Apr)"
- name: "v2.0.2"
tagline: "Last update of 2025!... ... ... If Nothing breaks"
date: "December 28 2025"
# be sure to set this every new version
isCurrent: true
versions:
- number: "Chat"
icon: ""

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@@ -11,6 +11,8 @@ credits:
role: "Developer"
- name: "Kenny"
role: "Developer"
- name: "Tsubasa"
role: "Developer"
- name: "Zura"
role: "Developer"
- name: "Additional Contributors"

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@@ -92,7 +92,7 @@ public sealed class PenumbraTexture : PenumbraBase
{
token.ThrowIfCancellationRequested();
logger.LogInformation("Converting texture {Input} -> {Output} ({Target})", job.InputFile, job.OutputFile, job.TargetType);
logger.LogDebug("Converting texture {Input} -> {Output} ({Target})", job.InputFile, job.OutputFile, job.TargetType);
var convertTask = _convertTextureFile.Invoke(job.InputFile, job.OutputFile, job.TargetType, job.IncludeMipMaps);
await convertTask.ConfigureAwait(false);

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@@ -3,7 +3,7 @@
<PropertyGroup>
<Authors></Authors>
<Company></Company>
<Version>2.0.3</Version>
<Version>2.1.0</Version>
<Description></Description>
<Copyright></Copyright>
<PackageProjectUrl>https://github.com/Light-Public-Syncshells/LightlessClient</PackageProjectUrl>

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@@ -182,14 +182,12 @@ public sealed class GameObjectHandler : DisposableMediatorSubscriberBase, IHighP
if (nextAddr != IntPtr.Zero && !PtrGuard.LooksLikePtr(nextAddr))
{
Logger.LogWarning("[{this}] _getAddress returned non-pointer: 0x{addr:X}", this, (ulong)nextAddr);
nextAddr = IntPtr.Zero;
}
if (nextAddr != IntPtr.Zero &&
!PtrGuard.IsReadable(nextAddr, (nuint)sizeof(FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject)))
{
Logger.LogWarning("[{this}] Address not readable: 0x{addr:X}", this, (ulong)nextAddr);
nextAddr = IntPtr.Zero;
}

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@@ -125,6 +125,8 @@ public sealed class Plugin : IDalamudPlugin
services.AddSingleton<FileTransferOrchestrator>();
services.AddSingleton<LightlessPlugin>();
services.AddSingleton<LightlessProfileManager>();
services.AddSingleton<TextureProcessingQueue>();
services.AddSingleton<ModelProcessingQueue>();
services.AddSingleton<TextureCompressionService>();
services.AddSingleton<TextureDownscaleService>();
services.AddSingleton<ModelDecimationService>();

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@@ -0,0 +1,93 @@
using Microsoft.Extensions.Logging;
using System.Collections.Concurrent;
namespace LightlessSync.Services;
public sealed class AssetProcessingQueue : IDisposable
{
private readonly BlockingCollection<WorkItem> _queue = new();
private readonly Thread _worker;
private readonly ILogger _logger;
private bool _disposed;
public AssetProcessingQueue(ILogger logger, string name)
{
_logger = logger;
_worker = new Thread(Run)
{
IsBackground = true,
Name = string.IsNullOrWhiteSpace(name) ? "LightlessSync.AssetProcessing" : name
};
_worker.Start();
}
public Task Enqueue(Func<CancellationToken, Task> work, CancellationToken token = default)
{
if (work is null)
{
throw new ArgumentNullException(nameof(work));
}
var completion = new TaskCompletionSource<object?>(TaskCreationOptions.RunContinuationsAsynchronously);
if (token.IsCancellationRequested)
{
completion.TrySetCanceled(token);
return completion.Task;
}
if (_queue.IsAddingCompleted || _disposed)
{
completion.TrySetException(new ObjectDisposedException(nameof(AssetProcessingQueue)));
return completion.Task;
}
_queue.Add(new WorkItem(work, token, completion));
return completion.Task;
}
private void Run()
{
foreach (var item in _queue.GetConsumingEnumerable())
{
if (item.Token.IsCancellationRequested)
{
item.Completion.TrySetCanceled(item.Token);
continue;
}
try
{
item.Work(item.Token).GetAwaiter().GetResult();
item.Completion.TrySetResult(null);
}
catch (OperationCanceledException ex)
{
var token = ex.CancellationToken.IsCancellationRequested ? ex.CancellationToken : item.Token;
item.Completion.TrySetCanceled(token);
}
catch (Exception ex)
{
_logger.LogWarning(ex, "Asset processing job failed.");
item.Completion.TrySetException(ex);
}
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
_disposed = true;
_queue.CompleteAdding();
_worker.Join(TimeSpan.FromSeconds(2));
_queue.Dispose();
}
private readonly record struct WorkItem(
Func<CancellationToken, Task> Work,
CancellationToken Token,
TaskCompletionSource<object?> Completion);
}

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@@ -2104,6 +2104,16 @@ internal static class MdlDecimator
}
}
if (boneWeights != null
&& blendWeightEncoding == BlendWeightEncoding.Default
&& format.BlendWeightsElement is { } blendWeightsElement
&& (MdlFile.VertexType)blendWeightsElement.Type == MdlFile.VertexType.UShort4
&& ShouldTreatWeightsAsByteNormalized(boneWeights))
{
RescaleUShortAsByteWeights(boneWeights);
blendWeightEncoding = BlendWeightEncoding.UShortAsByte;
}
decoded = new DecodedMeshData(positions, normals, tangents, tangents2, colors, boneWeights, uvChannels, positionWs, normalWs, blendWeightEncoding);
return true;
}
@@ -3413,6 +3423,44 @@ internal static class MdlDecimator
return ToUShortNormalized(normalized);
}
private static bool ShouldTreatWeightsAsByteNormalized(BoneWeight[] weights)
{
const float maxByteUnorm = byte.MaxValue / (float)ushort.MaxValue;
var maxWeight = 0f;
for (var i = 0; i < weights.Length; i++)
{
var weight = weights[i];
maxWeight = Math.Max(maxWeight, weight.weight0);
maxWeight = Math.Max(maxWeight, weight.weight1);
maxWeight = Math.Max(maxWeight, weight.weight2);
maxWeight = Math.Max(maxWeight, weight.weight3);
if (maxWeight > maxByteUnorm)
{
return false;
}
}
return maxWeight > 0f;
}
private static void RescaleUShortAsByteWeights(BoneWeight[] weights)
{
var scale = ushort.MaxValue / (float)byte.MaxValue;
for (var i = 0; i < weights.Length; i++)
{
var weight = weights[i];
weights[i] = new BoneWeight(
weight.index0,
weight.index1,
weight.index2,
weight.index3,
weight.weight0 * scale,
weight.weight1 * scale,
weight.weight2 * scale,
weight.weight3 * scale);
}
}
private static void NormalizeWeights(float[] weights)
{
var sum = weights.Sum();

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@@ -1,6 +1,7 @@
using LightlessSync.FileCache;
using LightlessSync.LightlessConfiguration;
using LightlessSync.LightlessConfiguration.Configurations;
using LightlessSync.Services;
using LightlessSync.Utils;
using Microsoft.Extensions.Logging;
using System.Collections.Concurrent;
@@ -19,6 +20,7 @@ public sealed class ModelDecimationService
private readonly FileCacheManager _fileCacheManager;
private readonly PlayerPerformanceConfigService _performanceConfigService;
private readonly XivDataStorageService _xivDataStorageService;
private readonly ModelProcessingQueue _processingQueue;
private readonly SemaphoreSlim _decimationSemaphore = new(MaxConcurrentJobs);
private readonly TaskRegistry<string> _decimationDeduplicator = new();
@@ -30,13 +32,15 @@ public sealed class ModelDecimationService
LightlessConfigService configService,
FileCacheManager fileCacheManager,
PlayerPerformanceConfigService performanceConfigService,
XivDataStorageService xivDataStorageService)
XivDataStorageService xivDataStorageService,
ModelProcessingQueue processingQueue)
{
_logger = logger;
_configService = configService;
_fileCacheManager = fileCacheManager;
_performanceConfigService = performanceConfigService;
_xivDataStorageService = xivDataStorageService;
_processingQueue = processingQueue;
}
public void ScheduleDecimation(string hash, string filePath, string? gamePath = null)
@@ -53,9 +57,9 @@ public sealed class ModelDecimationService
_logger.LogDebug("Queued model decimation for {Hash}", hash);
_decimationDeduplicator.GetOrStart(hash, async () =>
_decimationDeduplicator.GetOrStart(hash, () => _processingQueue.Enqueue(async token =>
{
await _decimationSemaphore.WaitAsync().ConfigureAwait(false);
await _decimationSemaphore.WaitAsync(token).ConfigureAwait(false);
try
{
await DecimateInternalAsync(hash, filePath).ConfigureAwait(false);
@@ -69,7 +73,7 @@ public sealed class ModelDecimationService
{
_decimationSemaphore.Release();
}
});
}, CancellationToken.None));
}
public void ScheduleBatchDecimation(string hash, string filePath, ModelDecimationSettings settings)
@@ -89,9 +93,9 @@ public sealed class ModelDecimationService
_logger.LogInformation("Queued batch model decimation for {Hash}", hash);
_decimationDeduplicator.GetOrStart(hash, async () =>
_decimationDeduplicator.GetOrStart(hash, () => _processingQueue.Enqueue(async token =>
{
await _decimationSemaphore.WaitAsync().ConfigureAwait(false);
await _decimationSemaphore.WaitAsync(token).ConfigureAwait(false);
try
{
await DecimateInternalAsync(hash, filePath, settings, allowExisting: false, destinationOverride: filePath, registerDecimatedPath: false).ConfigureAwait(false);
@@ -105,7 +109,7 @@ public sealed class ModelDecimationService
{
_decimationSemaphore.Release();
}
});
}, CancellationToken.None));
}
public bool ShouldScheduleDecimation(string hash, string filePath, string? gamePath = null)

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@@ -0,0 +1,19 @@
using Microsoft.Extensions.Logging;
namespace LightlessSync.Services;
public sealed class ModelProcessingQueue : IDisposable
{
private readonly AssetProcessingQueue _queue;
public ModelProcessingQueue(ILogger<ModelProcessingQueue> logger)
{
_queue = new AssetProcessingQueue(logger, "LightlessSync.ModelProcessing");
}
public Task Enqueue(Func<CancellationToken, Task> work, CancellationToken token = default)
=> _queue.Enqueue(work, token);
public void Dispose()
=> _queue.Dispose();
}

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@@ -8,6 +8,7 @@ using System.Threading;
using OtterTex;
using OtterImage = OtterTex.Image;
using LightlessSync.LightlessConfiguration;
using LightlessSync.Services;
using LightlessSync.Utils;
using LightlessSync.FileCache;
using Microsoft.Extensions.Logging;
@@ -33,6 +34,7 @@ public sealed class TextureDownscaleService
private readonly PlayerPerformanceConfigService _playerPerformanceConfigService;
private readonly FileCacheManager _fileCacheManager;
private readonly TextureCompressionService _textureCompressionService;
private readonly TextureProcessingQueue _processingQueue;
private readonly TaskRegistry<string> _downscaleDeduplicator = new();
private readonly ConcurrentDictionary<string, string> _downscaledPaths = new(StringComparer.OrdinalIgnoreCase);
@@ -73,13 +75,15 @@ public sealed class TextureDownscaleService
LightlessConfigService configService,
PlayerPerformanceConfigService playerPerformanceConfigService,
FileCacheManager fileCacheManager,
TextureCompressionService textureCompressionService)
TextureCompressionService textureCompressionService,
TextureProcessingQueue processingQueue)
{
_logger = logger;
_configService = configService;
_playerPerformanceConfigService = playerPerformanceConfigService;
_fileCacheManager = fileCacheManager;
_textureCompressionService = textureCompressionService;
_processingQueue = processingQueue;
}
public void ScheduleDownscale(string hash, string filePath, TextureMapKind mapKind)
@@ -90,7 +94,7 @@ public sealed class TextureDownscaleService
if (!filePath.EndsWith(".tex", StringComparison.OrdinalIgnoreCase)) return;
if (_downscaleDeduplicator.TryGetExisting(hash, out _)) return;
_downscaleDeduplicator.GetOrStart(hash, async () =>
_downscaleDeduplicator.GetOrStart(hash, () => _processingQueue.Enqueue(async token =>
{
TextureMapKind mapKind;
try
@@ -104,7 +108,7 @@ public sealed class TextureDownscaleService
}
await DownscaleInternalAsync(hash, filePath, mapKind).ConfigureAwait(false);
});
}, CancellationToken.None));
}
public bool ShouldScheduleDownscale(string filePath)
@@ -382,6 +386,12 @@ public sealed class TextureDownscaleService
{
var isCompressed = sourceFormat.IsCompressed();
var targetFormat = isCompressed ? sourceFormat : DXGIFormat.B8G8R8A8UNorm;
_logger.LogDebug(
"Downscale convert target {TargetFormat} (source {SourceFormat}, compressed {IsCompressed}, penumbraFallback {PenumbraFallback})",
targetFormat,
sourceFormat,
isCompressed,
attemptPenumbraFallback);
try
{
result = source.Convert(targetFormat);
@@ -433,6 +443,7 @@ public sealed class TextureDownscaleService
{
try
{
_logger.LogDebug("Downscale Penumbra re-encode target {Target} for {Hash}.", target, hash);
using var uncompressed = resizedScratch.Convert(DXGIFormat.B8G8R8A8UNorm);
TexFileHelper.Save(destination, uncompressed);
}

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@@ -0,0 +1,19 @@
using Microsoft.Extensions.Logging;
namespace LightlessSync.Services;
public sealed class TextureProcessingQueue : IDisposable
{
private readonly AssetProcessingQueue _queue;
public TextureProcessingQueue(ILogger<TextureProcessingQueue> logger)
{
_queue = new AssetProcessingQueue(logger, "LightlessSync.TextureProcessing");
}
public Task Enqueue(Func<CancellationToken, Task> work, CancellationToken token = default)
=> _queue.Enqueue(work, token);
public void Dispose()
=> _queue.Dispose();
}

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@@ -56,6 +56,7 @@ public class DataAnalysisUi : WindowMediatorSubscriberBase
private readonly ModelDecimationService _modelDecimationService;
private readonly TextureCompressionService _textureCompressionService;
private readonly TextureMetadataHelper _textureMetadataHelper;
private readonly TextureProcessingQueue _processingQueue;
private readonly List<TextureRow> _textureRows = new();
private readonly Dictionary<string, TextureCompressionTarget> _textureSelections = new(StringComparer.OrdinalIgnoreCase);
@@ -137,7 +138,8 @@ public class DataAnalysisUi : WindowMediatorSubscriberBase
LightlessConfigService configService,
PlayerPerformanceConfigService playerPerformanceConfig, TransientResourceManager transientResourceManager,
TransientConfigService transientConfigService, ModelDecimationService modelDecimationService,
TextureCompressionService textureCompressionService, TextureMetadataHelper textureMetadataHelper)
TextureCompressionService textureCompressionService, TextureMetadataHelper textureMetadataHelper,
TextureProcessingQueue processingQueue)
: base(logger, mediator, "Lightless Character Data Analysis", performanceCollectorService)
{
_characterAnalyzer = characterAnalyzer;
@@ -150,6 +152,7 @@ public class DataAnalysisUi : WindowMediatorSubscriberBase
_modelDecimationService = modelDecimationService;
_textureCompressionService = textureCompressionService;
_textureMetadataHelper = textureMetadataHelper;
_processingQueue = processingQueue;
Mediator.Subscribe<CharacterDataAnalyzedMessage>(this, (_) =>
{
_hasUpdate = true;
@@ -3716,7 +3719,10 @@ public class DataAnalysisUi : WindowMediatorSubscriberBase
_conversionCurrentFileProgress = 0;
_conversionFailed = false;
_conversionTask = RunTextureConversionAsync(requests, _conversionCancellationTokenSource.Token);
var conversionToken = _conversionCancellationTokenSource.Token;
_conversionTask = _processingQueue.Enqueue(
queueToken => RunTextureConversionAsync(requests, queueToken),
conversionToken);
_showModal = true;
}