Example #1
0
 private void AssetPropertyChanged(object sender, AssetChangedEventArgs e)
 {
     if (e.Assets.Any(x => x.Asset == CurrentGameSettings))
     {
         RaiseGameSettings(CurrentGameSettings);
     }
 }
 private void AssetPropertyChanged(object sender, AssetChangedEventArgs e)
 {
     if (currentGraphicsCompositorAsset != null && e.Assets.Any(x => x.Asset == currentGraphicsCompositorAsset.Asset))
     {
         ReloadGraphicsCompositor(true).Forget();
     }
 }
Example #3
0
        private async void Session_AssetPropertiesChanged(object sender, AssetChangedEventArgs e)
        {
            // Only continue if there was changes in this asset
            if (!e.Assets.Contains(Asset))
            {
                return;
            }

            await TriggerBackgroundCompilation();
        }
Example #4
0
 private void OnAssetPropertyChanged(object sender, AssetChangedEventArgs e)
 {
     lock (previewLock)
     {
         var allAssets = AssetViewModel.ComputeRecursiveReferencerAssets(e.Assets);
         allAssets.AddRange(e.Assets);
         if (currentPreview != null && allAssets.Contains(currentPreview.AssetViewModel))
         {
             PreviewGame.Script.AddTask(UpdatePreviewAsset);
         }
     }
 }
Example #5
0
        private void OnAssetPropertiesChanged(object sender, AssetChangedEventArgs args)
        {
            sceneEditorController.InvokeTask(async() =>
            {
                bool shouldRebuild = false;
                foreach (var assetViewModel in args.Assets)
                {
                    if (assetViewModel.AssetType == typeof(NavigationMeshAsset))
                    {
                        await UpdateNavigationMeshLink(assetViewModel);
                    }
                    else if (assetViewModel.AssetType == typeof(SceneAsset))
                    {
                        shouldRebuild = true;
                    }
                }

                if (shouldRebuild && (dynamicNavigationMeshSystem?.Enabled ?? false))
                {
                    // Trigger rebuild of dynamic navigation
                    game.Script.AddTask(async() => await dynamicNavigationMeshSystem.Rebuild());
                }
            });
        }
Example #6
0
        private async void AssetPropertiesChanged(object sender, AssetChangedEventArgs e)
        {
            // Get the list of assets directly referenced by entities, that reference one of the modified asset. (eg. get models when a material is changed)
            var allAssetsToRebuild = new HashSet <AssetViewModel>();

            // Don't propagate property changes until we're fully initialized.
            await Asset.EditorInitialized;

            // If GameSettingsAssets.ColorSpace was changed, rebuild the whole scene
            var assets = e.Assets.ToList();

            var references = await ComputeReferences();

            var assetsToProcess = new Queue <AssetViewModel>(assets);
            var processedAssets = new HashSet <AssetViewModel>(assets);

            // Recurse through assets that depend on this one (recursively)
            while (assetsToProcess.Count > 0)
            {
                var assetToProcess = assetsToProcess.Dequeue();
                HashSet <AssetId> modifiedAssetReferencers;

                // Check if the asset is referenced in the scene.
                if (!references.TryGetValue(assetToProcess.Id, out modifiedAssetReferencers))
                {
                    continue;
                }

                // We wait for a lock of the database. The lock we retrieve is synchronous, do not await in this using block!
                using ((await database.ReserveSyncLock()).Lock())
                {
                    // Use fast reload if supported and the asset is currently loaded
                    if (FastReloadTypes.Contains(assetToProcess.AssetType) && IsCurrentlyLoaded(assetToProcess.Id))
                    {
                        // Allow fast-reload only if the has not been added as non-fast-reloadable.
                        allAssetsToRebuild.Add(assetToProcess);

                        // Find dependent assets
                        foreach (var referencer in assetToProcess.Dependencies.ReferencerAssets)
                        {
                            var node = database.AssetDependenciesCompiler.BuildDependencyManager.FindOrCreateNode(referencer.AssetItem, typeof(AssetCompilationContext));
                            node.Analyze(database.CompilerContext);
                            foreach (var reference in node.References)
                            {
                                // Check if this reference is actually a compile-time dependency
                                if (reference.Target.AssetItem.Id == assetToProcess.Id && reference.HasOne(BuildDependencyType.CompileContent | BuildDependencyType.Runtime))
                                {
                                    // If yes, process this asset later
                                    if (processedAssets.Add(referencer))
                                    {
                                        assetsToProcess.Enqueue(referencer);
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        // Otherwise, rebuild the objects that are referenced by entities from the scene and that references this asset
                        foreach (var assetViewModel in modifiedAssetReferencers.Select(x => Session.GetAssetById(x)).NotNull())
                        {
                            allAssetsToRebuild.Add(assetViewModel);
                        }
                    }
                }
            }

            await BuildAndReloadAssets(allAssetsToRebuild.Select(x => x.AssetItem));
        }
Example #7
0
        private async void AssetPropertiesChanged(object sender, AssetChangedEventArgs e)
        {
            // Get the list of assets directly referenced by entities, that reference one of the modified asset. (eg. get models when a material is changed)
            var allAssetsToRebuild = new HashSet <AssetViewModel>();

            // Don't propagate property changes until we're fully initialized.
            await Asset.EditorInitialized;

            // If GameSettingsAssets.ColorSpace was changed, rebuild the whole scene
            var assets = e.Assets.ToList();

            var references = await ComputeReferences();

            var assetsToProcess = new Queue <AssetViewModel>(assets);
            var processedAssets = new HashSet <AssetViewModel>(assets);

            // Recurse through assets that depend on this one (recursively)
            while (assetsToProcess.Count > 0)
            {
                var assetToProcess = assetsToProcess.Dequeue();
                HashSet <AssetId> modifiedAssetReferencers;

                // Check if the asset is referenced in the scene.
                if (!references.TryGetValue(assetToProcess.Id, out modifiedAssetReferencers))
                {
                    continue;
                }

                // We wait for a lock of the database. The lock we retrieve is synchronous, do not await in this using block!
                using ((await database.ReserveSyncLock()).Lock())
                {
                    // There is two patterns:
                    // - Object is a fast-reloadable & already loaded object: we can replace its content internally without loading a new object and recreating any of its referencers
                    //   Note that we still need to process referencers in case it is used as a compile-time dependency (i.e. Material layer)
                    // - Object is not a fast-reloadable object: we need to find its referencers (recursively) until we find node directly referenced by the scene (part of modifiedAssetReferencers) and reload this one
                    var isFastReloadCurrentlyLoaded = FastReloadTypes.Contains(assetToProcess.AssetType) && IsCurrentlyLoaded(assetToProcess.Id);
                    if (modifiedAssetReferencers.Contains(assetToProcess.Id) || isFastReloadCurrentlyLoaded)
                    {
                        allAssetsToRebuild.Add(assetToProcess);
                    }

                    // Find dependent assets
                    foreach (var referencer in assetToProcess.Dependencies.ReferencerAssets)
                    {
                        var node = database.AssetDependenciesCompiler.BuildDependencyManager.FindOrCreateNode(referencer.AssetItem, typeof(AssetCompilationContext));
                        node.Analyze(database.CompilerContext);
                        foreach (var reference in node.References)
                        {
                            // Check if this reference is actually a compile-time dependency
                            // Or if it's not a fast reloadable type (in which case we also need to process its references)
                            if (reference.Target.AssetItem.Id == assetToProcess.Id && (reference.HasOne(BuildDependencyType.CompileContent | BuildDependencyType.CompileAsset) || !isFastReloadCurrentlyLoaded))
                            {
                                // If yes, process this asset later
                                if (processedAssets.Add(referencer))
                                {
                                    assetsToProcess.Enqueue(referencer);
                                }
                            }
                        }
                    }
                }
            }

            await BuildAndReloadAssets(allAssetsToRebuild.Select(x => x.AssetItem));
        }