internal ReturnCode RefreshBuild(AddressableAssetsBuildContext buildContext)
        {
            var settings = buildContext.settings;
            var context  = new AddressablesDataBuilderInput(settings);

            var buildTarget      = context.Target;
            var buildTargetGroup = context.TargetGroup;
            var buildParams      = new AddressableAssetsBundleBuildParameters(settings, m_BundleToAssetGroup, buildTarget,
                                                                              buildTargetGroup, settings.buildSettings.bundleBuildPath);
            var builtinShaderBundleName =
                settings.DefaultGroup.Name.ToLower().Replace(" ", "").Replace('\\', '/').Replace("//", "/") +
                "_unitybuiltinshaders.bundle";
            var buildTasks = RuntimeDataBuildTasks(builtinShaderBundleName);

            buildTasks.Add(m_ExtractData);

            IBundleBuildResults buildResults;
            var exitCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(m_AllBundleInputDefs),
                                                             out buildResults, buildTasks, buildContext);

            using (var progressTracker = new UnityEditor.Build.Pipeline.Utilities.ProgressTracker())
            {
                progressTracker.UpdateTask("Generating Addressables Locations");
                GenerateLocationListsTask.Run(buildContext, m_ExtractData.WriteData);
            }

            return(exitCode);
        }
        TResult DoBuild <TResult>(AddressablesDataBuilderInput builderInput, AddressableAssetSettings aaSettings, AddressableAssetsBuildContext aaContext) where TResult : IDataBuilderResult
        {
            if (m_AllBundleInputDefinitions.Count > 0)
            {
                if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
                {
                    return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "Unsaved scenes"));
                }

                var             buildTarget             = builderInput.Target;
                var             buildTargetGroup        = builderInput.TargetGroup;
                var             buildParams             = new AddressableAssetsBundleBuildParameters(aaSettings, aaContext.bundleToAssetGroup, buildTarget, buildTargetGroup, aaSettings.buildSettings.bundleBuildPath);
                var             builtinShaderBundleName = aaSettings.DefaultGroup.Name.ToLower().Replace(" ", "").Replace('\\', '/').Replace("//", "/") + "_unitybuiltinshaders.bundle";
                var             buildTasks  = RuntimeDataBuildTasks(aaSettings.buildSettings.compileScriptsInVirtualMode, builtinShaderBundleName);
                ExtractDataTask extractData = new ExtractDataTask();
                buildTasks.Add(extractData);

                string aaPath = aaSettings.AssetPath;
                IBundleBuildResults results;
                var exitCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(m_AllBundleInputDefinitions), out results, buildTasks, aaContext);

                if (exitCode < ReturnCode.Success)
                {
                    return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "SBP Error" + exitCode));
                }
                if (aaSettings == null && !string.IsNullOrEmpty(aaPath))
                {
                    aaContext.settings = aaSettings = AssetDatabase.LoadAssetAtPath <AddressableAssetSettings>(aaPath);
                }

                using (var progressTracker = new UnityEditor.Build.Pipeline.Utilities.ProgressTracker())
                {
                    progressTracker.UpdateTask("Generating Addressables Locations");
                    GenerateLocationListsTask.Run(aaContext, extractData.WriteData);
                }
            }

            var bundledAssets = new Dictionary <object, HashSet <string> >();

            foreach (var loc in aaContext.locations)
            {
                if (loc.Dependencies != null && loc.Dependencies.Count > 0)
                {
                    for (int i = 0; i < loc.Dependencies.Count; i++)
                    {
                        var dep = loc.Dependencies[i];
                        HashSet <string> assetsInBundle;
                        if (!bundledAssets.TryGetValue(dep, out assetsInBundle))
                        {
                            bundledAssets.Add(dep, assetsInBundle = new HashSet <string>());
                        }
                        if (i == 0 && !assetsInBundle.Contains(loc.InternalId)) //only add the asset to the first bundle...
                        {
                            assetsInBundle.Add(loc.InternalId);
                        }
                    }
                }
            }

            foreach (var bd in bundledAssets)
            {
                AddressableAssetGroup group = aaSettings.DefaultGroup;
                string groupGuid;
                if (aaContext.bundleToAssetGroup.TryGetValue(bd.Key as string, out groupGuid))
                {
                    group = aaSettings.FindGroup(g => g.Guid == groupGuid);
                }

                var schema = group.GetSchema <BundledAssetGroupSchema>();
                if (schema != null)
                {
                    var  bundleLocData = aaContext.locations.First(s => s.Keys[0] == bd.Key);
                    var  isLocalBundle = IsInternalIdLocal(bundleLocData.InternalId);
                    uint crc           = (uint)UnityEngine.Random.Range(0, int.MaxValue);
                    var  hash          = Guid.NewGuid().ToString();

                    string originalBundleName = bd.Key as string;
                    string newBundleName      = BuildUtility.GetNameWithHashNaming(schema.BundleNaming, hash, originalBundleName);
                    bundleLocData.InternalId = bundleLocData.InternalId.Remove(bundleLocData.InternalId.Length - originalBundleName.Length) + newBundleName;

                    var virtualBundleName = AddressablesRuntimeProperties.EvaluateString(bundleLocData.InternalId);
                    var bundleData        = new VirtualAssetBundle(virtualBundleName, isLocalBundle, crc, hash);

                    long dataSize   = 0;
                    long headerSize = 0;
                    foreach (var a in bd.Value)
                    {
                        var size = ComputeSize(a);
                        bundleData.Assets.Add(new VirtualAssetBundleEntry(a, size));
                        dataSize   += size;
                        headerSize += a.Length * 5; //assume 5x path length overhead size per item, probably much less
                    }
                    if (bd.Value.Count == 0)
                    {
                        dataSize   = 100 * 1024;
                        headerSize = 1024;
                    }
                    bundleData.SetSize(dataSize, headerSize);


                    var requestOptions = new VirtualAssetBundleRequestOptions
                    {
                        Crc             = schema.UseAssetBundleCrc ? crc : 0,
                        Hash            = schema.UseAssetBundleCache ? hash : "",
                        ChunkedTransfer = schema.ChunkedTransfer,
                        RedirectLimit   = schema.RedirectLimit,
                        RetryCount      = schema.RetryCount,
                        Timeout         = schema.Timeout,
                        BundleName      = Path.GetFileName(bundleLocData.InternalId),
                        BundleSize      = dataSize + headerSize
                    };
                    bundleLocData.Data = requestOptions;

                    var bundleProviderId         = schema.GetBundleCachedProviderId();
                    var virtualBundleRuntimeData = m_CreatedProviderIds[bundleProviderId];
                    virtualBundleRuntimeData.AssetBundles.Add(bundleData);
                }
            }
            foreach (var kvp in m_CreatedProviderIds)
            {
                if (kvp.Value != null)
                {
                    var bundleProviderData = ObjectInitializationData.CreateSerializedInitializationData <VirtualAssetBundleProvider>(kvp.Key, kvp.Value);
                    m_ResourceProviderData.Add(bundleProviderData);
                }
            }

            var contentCatalog = new ContentCatalogData(aaContext.locations, ResourceManagerRuntimeData.kCatalogAddress);

            contentCatalog.ResourceProviderData.AddRange(m_ResourceProviderData);
            foreach (var t in aaContext.providerTypes)
            {
                contentCatalog.ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData(t));
            }

            contentCatalog.InstanceProviderData = ObjectInitializationData.CreateSerializedInitializationData(instanceProviderType.Value);
            contentCatalog.SceneProviderData    = ObjectInitializationData.CreateSerializedInitializationData(sceneProviderType.Value);
            //save catalog
            WriteFile(string.Format(m_PathFormat, "", "catalog"), JsonUtility.ToJson(contentCatalog), builderInput.Registry);


            foreach (var io in aaSettings.InitializationObjects)
            {
                if (io is IObjectInitializationDataProvider)
                {
                    aaContext.runtimeData.InitializationObjects.Add((io as IObjectInitializationDataProvider).CreateObjectInitializationData());
                }
            }

            var settingsPath = string.Format(m_PathFormat, "", "settings");

            WriteFile(settingsPath, JsonUtility.ToJson(aaContext.runtimeData), builderInput.Registry);

            //inform runtime of the init data path
            var runtimeSettingsPath = string.Format(m_PathFormat, "file://{UnityEngine.Application.dataPath}/../", "settings");

            PlayerPrefs.SetString(Addressables.kAddressablesRuntimeDataPath, runtimeSettingsPath);
            var result = AddressableAssetBuildResult.CreateResult <TResult>(settingsPath, aaContext.locations.Count);

            return(result);
        }