/// <summary>
        /// Add a record that a script is being (begin true) or has completed (begin false) executed.
        /// </summary>
        /// <param name="scriptDetails">number and script path</param>
        /// <param name="begin">Whether we're recording the begin or end of script execution.</param>
        /// <param name="transaction">A SQL transaction is passed upon the initial write of the record for asynchronously running clients.</param>
        /// <returns>Pass/fail</returns>
        internal bool RecordScriptInJournal(ScriptDetails scriptDetails, bool begin, SqlTransaction transaction = null)
        {
            Debug.Assert(_failedScripts != null, "HashSet of failed scripts is null.");
            var result         = false;
            var scriptFileName = Path.GetFileName(scriptDetails.FilePath);

            if (begin)
            {
                DeletePriorEntry(scriptDetails.FileNumber, transaction);
            }

            var commandText = GetCommandText(scriptDetails, begin, scriptFileName);

            using var cmd = new SqlCommand(commandText, _connection, transaction);
            try
            {
                cmd.ExecuteNonQuery();
                result = true;
            }
            catch (SqlException ex)
            {
                result = false;
                _log.LogInfo($"Error adding or updating migration journal record: {ex.Message}");
            }

            return(result);
        }
Example #2
0
 private void TransferRequest(SHTarget Target, HubScriptItem HSI)
 {
     ControlFrame.Instance.NavigateTo(
         PageId.SCRIPT_DETAILS
         , () => new ScriptDetails(HSI)
         , (View) => {
         ScriptDetails SD = ( ScriptDetails )View;
         SD.UpdateTemplate(HSI);
         SD.PlaceRequest(Target);
     }
         );
 }
        public void ScriptDetails_FromDLModelShouldMapToScriptDetails()
        {
            var newScript = new Script {
                ID = 1, PilotID = 1, ScriptURL = "https://google.com", ScriptWriter = new User {
                    ID = 1
                }, ScriptWriterID = 1
            };
            var result = ScriptDetails.FromDLModel(newScript);

            Assert.Equal(newScript.ID, result.ID);
            Assert.Equal(newScript.ScriptURL, result.ScriptURL);
            Assert.Equal(newScript.ScriptWriterID, result.Scriptwriter.ID);
        }
Example #4
0
 ScriptDetails TryAddScript(MonoScript s)
 {
     if (s != null)
     {
         ScriptDetails details = FindScriptDetails(s);
         if (details == null)
         {
             details = new ScriptDetails(s);
             ActiveScriptDetails.Add(details);
         }
         return(details);
     }
     return(null);
 }
        /// <summary>
        /// Determine whether we can execute the current script by checking the migration journal table.
        /// If a lock is able to be acquired, a record is added to the journal table (unless an old one was already present).
        /// The lock is at the table level so no other records may be queried during the time we're adding our "begin script" record.
        /// The lock is actually released before the method finishes, so the name is a bit off, but follows a familiar naming pattern.
        /// Additionally, we're actually doing more than just "locking," we're potentially adding a record to the journal table.
        /// </summary>
        /// <param name="script"></param>
        /// <returns>True if the current script hasn't already been executed or is assumed to have failed in a prior run (<see cref="ScriptFailedInPriorRun"/>) or the journal table just doesn't exist</returns>
        /// <remarks>Assumption: we are running in a security context that has access to the database.</remarks>
        internal bool TryAcquireLockFor(ScriptDetails script)
        {
            var result = false;

            AssertOpenConnection();

            // We need to ensure that we check for the presence of the record and (if good) add the record in one transaction
            // otherwise another instance may check in the meantime and we both start the script.
            try
            {
                using SqlTransaction transaction = _connection.BeginTransaction(IsolationLevel.Serializable);
                // Explicit table lock hint.  Not often used, maybe I'm re-inventing a queue here, so be it.
                // The timeout here is 30 seconds.  I couldn't find any way to modify that (not related to connection timeout which is just timeout to initial connection to server).
                using var cmd = new SqlCommand($"select {_journalTableStructure.CompletedColumn}, {_journalTableStructure.BegunColumn} " +
                                               $"from {_journalTableStructure.TableName} ({SQL_SERVER_TABLE_LOCK_HINT}) where {_journalTableStructure.NumberColumn} = '{script.FileNumber}'", _connection, transaction);
                try
                {
                    using var reader = cmd.ExecuteReader(CommandBehavior.SingleResult);
                    if (!reader.HasRows || ScriptFailedInPriorRun(reader))
                    {
                        reader.Close(); // must close before write.
                        result = RecordScriptInJournal(script, true, transaction);
                        transaction.Commit();
                    }
                    else
                    {
                        reader.Close();
                        transaction.Rollback(); // should mean another instance already added a row, lock not acquired.
                    }
                }
                catch (SqlException ex)
                {
                    transaction.Rollback();
                    _log.LogInfo($"Error checking database to determine whether script has already run or obtaining a table lock: {ex.Message}");
                }
            }
            catch (TransactionAbortedException ex)
            {
                _log.LogInfo($"{nameof(TransactionAbortedException)} attempting to record a database migration script: {ex.Message}");
            }

            return(result);
        }
        private string GetCommandText(ScriptDetails scriptDetails, bool begin, string scriptFileName)
        {
            var  msg       = string.Empty;
            char completed = '1';

            if (!begin)
            {
                if (_failedScripts.ContainsKey(scriptDetails.FileNumber))
                {
                    completed = '0';
                    msg       = _failedScripts[scriptDetails.FileNumber].Replace("'", "''"); // value is err msg
                }
            }
            // Note: table has some defaults.
            return(begin ?
                   $"insert {_journalTableStructure.TableName}({_journalTableStructure.NumberColumn}, {_journalTableStructure.BegunColumn}) values ('{scriptDetails.FileNumber}', GetUtcDate())"
                   : $"update {_journalTableStructure.TableName} set " +
                   $"{_journalTableStructure.CompletedColumn} = {completed}, " +
                   $"{_journalTableStructure.ScriptColumn} = '{scriptFileName}', " +
                   $"{_journalTableStructure.MessageColumn} = '{msg}', " +
                   $"{_journalTableStructure.SchemaChangedColumn} = {(scriptDetails.SchemaChanging ? '1' : '0')}" +
                   $" where {_journalTableStructure.NumberColumn} = '{scriptDetails.FileNumber}'");
        }
Example #7
0
    void CheckResources()
    {
        //Debug.Log("CheckResources");

        ActiveTextures.Clear();
        ActiveMaterials.Clear();
        ActiveMeshDetails.Clear();
        ActiveShaderDetails.Clear();
        ActiveSoundDetails.Clear();

        foreach (LightmapData lightmap in LightmapSettings.lightmaps)
        {
            TryAddActiveTextures(lightmap.lightmapNear);
            TryAddActiveTextures(lightmap.lightmapFar);
        }

        Renderer[] renderers = (Renderer[])FindObjectsOfType(typeof(Renderer));
        foreach (Renderer renderer in renderers)
        {
            //Debug.Log("Renderer is "+renderer.name);
            foreach (Material material in renderer.sharedMaterials)
            {
                MaterialDetails tMaterialDetails = TryAddActiveMaterial(material);
                if (tMaterialDetails != null)
                {
                    tMaterialDetails.FoundInGameObjects.Add(renderer.gameObject);
                }

                ShaderDetails tShaderDetails = TryAddActiveShader(material.shader);
                if (tShaderDetails != null)
                {
                    if (!tShaderDetails.FoundInGameObjects.Contains(renderer.gameObject))
                    {
                        tShaderDetails.FoundInGameObjects.Add(renderer.gameObject);
                    }
                }
            }

            // add the lightmap reference to the renderer
            if (renderer.lightmapIndex >= 0 && renderer.lightmapIndex < LightmapSettings.lightmaps.Length)
            {
                LightmapData   lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex];
                TextureDetails lmNear   = FindTextureDetails(lightmap.lightmapNear);
                if (lmNear != null && !lmNear.FoundInRenderers.Contains(renderer))
                {
                    lmNear.FoundInRenderers.Add(renderer);
                }

                TextureDetails lmFar = FindTextureDetails(lightmap.lightmapFar);
                if (lmFar != null && !lmFar.FoundInRenderers.Contains(renderer))
                {
                    lmFar.FoundInRenderers.Add(renderer);
                }
            }
        }

        foreach (MaterialDetails tMaterialDetails in ActiveMaterials)
        {
            Material tMaterial = tMaterialDetails.material;
            foreach (Object obj in EditorUtility.CollectDependencies(new UnityEngine.Object[] { tMaterial }))
            {
                if (obj is Texture)
                {
                    Texture        tTexture        = obj as Texture;
                    TextureDetails tTextureDetails = TryAddActiveTextures(tTexture);
                    tTextureDetails.FoundInMaterials.Add(tMaterial);
                }
                if (obj is Shader)
                {
                    Shader        shader        = obj as Shader;
                    ShaderDetails shaderDetails = TryAddActiveShader(shader);
                    if (!shaderDetails.FoundInMaterials.Contains(tMaterial))
                    {
                        shaderDetails.FoundInMaterials.Add(tMaterial);
                    }
                }
            }
        }

        MeshFilter[] meshFilters = (MeshFilter[])FindObjectsOfType(typeof(MeshFilter));
        foreach (MeshFilter tMeshFilter in meshFilters)
        {
            Mesh tMesh = tMeshFilter.sharedMesh;
            if (tMesh != null)
            {
                MeshDetails details = TryAddActiveMesh(tMesh);
                if (!details.FoundInGameObjects.Contains(tMeshFilter.gameObject))
                {
                    details.FoundInGameObjects.Add(tMeshFilter.gameObject);
                }
            }
        }

        Light[] lights = (Light[])FindObjectsOfType(typeof(Light));
        foreach (Light light in lights)
        {
            if (light.cookie)
            {
                TextureDetails details = TryAddActiveTextures(light.cookie);
                if (!details.FoundInLights.Contains(light))
                {
                    details.FoundInLights.Add(light);
                }
            }
        }

        GameObject[] gameObjs = (GameObject[])FindObjectsOfType(typeof(GameObject));
        foreach (GameObject obj in gameObjs)
        {
            foreach (Object o in EditorUtility.CollectDependencies(new UnityEngine.Object[] { obj }))
            {
                if (o is AudioClip)
                {
                    AudioClip    clip    = o as AudioClip;
                    SoundDetails details = TryAddAudioClip(clip);
                    if (!details.FoundInGameObjects.Contains(obj))
                    {
                        details.FoundInGameObjects.Add(obj);
                    }
                }
                if (o is MonoScript)
                {
                    MonoScript    script  = o as MonoScript;
                    ScriptDetails details = TryAddScript(script);
                    if (!details.FoundInGameObjects.Contains(obj))
                    {
                        details.FoundInGameObjects.Add(obj);
                    }
                }
            }
        }

        TotalTextureMemory = 0;
        foreach (TextureDetails tTextureDetails in ActiveTextures)
        {
            TotalTextureMemory += tTextureDetails.memSizeBytes;
        }

        TotalMeshVertices = 0;
        foreach (MeshDetails tMeshDetails in ActiveMeshDetails)
        {
            TotalMeshVertices += tMeshDetails.mesh.vertexCount;
        }

        // Sort by size, descending
        ActiveTextures.Sort(delegate(TextureDetails details1, TextureDetails details2) { return(details2.memSizeBytes - details1.memSizeBytes); });
        ActiveMeshDetails.Sort(delegate(MeshDetails details1, MeshDetails details2) { return(details2.mesh.vertexCount - details1.mesh.vertexCount); });
    }
Example #8
0
    public ErrCode SaveScript(ScriptDetails sd, out int id)
    {
        ErrCode err = SiteProvider.CurrentProvider.SaveScript(sd, out id);

        return err;
    }
 ScriptDetails TryAddScript( MonoScript s )
 {
     if ( s != null )
     {
         ScriptDetails details = FindScriptDetails( s );
         if ( details == null )
         {
             details = new ScriptDetails( s );
             ActiveScriptDetails.Add( details );
         }
         return details;
     }
     return null;
 }
Example #10
0
    // 调用时机:目录列表改变,检索模式改变

    void checkResources()
    {
        string[] paths = null;

        // TODO: inputPathList从未被使用,一直使用的是当前的inputPath
        paths = GetFilePaths <Material>(inputPath, searchOption);

        //目前只会找到有Material引用的自定义Texture和Shader
        //对于被引用的默认Texture和Shader也进行显示

        //找到material使用的texture和shader
        foreach (string path in paths)
        {
            Material material = (Material)AssetDatabase.LoadAssetAtPath(path, typeof(Material));
            if (material != null)
            {
                MaterialDetails tMaterialDetails = new MaterialDetails();
                tMaterialDetails.FoundInGameObjects = new List <string>();
                tMaterialDetails.name = material.name;
                tMaterialDetails.path = path;

                // 对于缩略图进行深拷贝
                Texture2D preview = AssetPreview.GetAssetPreview(material);
                tMaterialDetails.preview = new Texture2D(preview.width, preview.height);
                tMaterialDetails.preview.SetPixels32(preview.GetPixels32());
                tMaterialDetails.preview.Apply();

                AllMaterials.Add(tMaterialDetails);

                foreach (Object obj in EditorUtility.CollectDependencies(new UnityEngine.Object[] { material }))
                {
                    string p = AssetDatabase.GetAssetPath(obj);
                    if (p == defaultPath)
                    {
                        p = defaultPath + "::" + obj.name;
                    }

                    if (obj is Texture)
                    {
                        Texture tTexture = (Texture)obj;

                        int check = 0;
                        foreach (TextureDetails details in AllTextures)
                        {
                            if (details.path == p)
                            {
                                check = 1;
                                details.FoundInMaterials.Add(path);
                                break;
                            }
                        }
                        if (check == 0)
                        {
                            TextureDetails tTextureDetails = new TextureDetails();
                            tTextureDetails.FoundInMaterials = new List <string>();
                            tTextureDetails.name             = tTexture.name;
                            tTextureDetails.path             = p;
                            tTextureDetails.preview          = AssetPreview.GetMiniThumbnail(tTexture);
                            tTextureDetails.memSizeBytes     = TextureDetails.CalculateTextureSizeBytes(tTexture);
                            tTextureDetails.width            = tTexture.width;
                            tTextureDetails.height           = tTexture.height;
                            tTextureDetails.FoundInMaterials.Add(path);
                            AllTextures.Add(tTextureDetails);
                        }
                    }

                    else if (obj is Shader)
                    {
                        Shader tShader = (Shader)obj;

                        int check = 0;
                        foreach (ShaderDetails details in AllShaders)
                        {
                            if (details.path == p)
                            {
                                check = 1;
                                details.FoundInMaterials.Add(path);
                                break;
                            }
                        }
                        if (check == 0)
                        {
                            ShaderDetails tShaderDetails = new ShaderDetails();
                            tShaderDetails.FoundInMaterials   = new List <string>();
                            tShaderDetails.FoundInGameObjects = new List <string>();
                            tShaderDetails.name = tShader.name;
                            tShaderDetails.path = p;
                            tShaderDetails.FoundInMaterials.Add(path);
                            AllShaders.Add(tShaderDetails);
                        }
                    }
                }
            }
        }

        paths = GetFilePaths <Mesh>(inputPath, searchOption);

        foreach (string path in paths)
        {
            Mesh mesh = (Mesh)AssetDatabase.LoadAssetAtPath(path, typeof(Mesh));
            if (mesh != null)
            {
                MeshDetails tMeshDetails = new MeshDetails();
                tMeshDetails.FoundInGameObjects = new List <string>();
                tMeshDetails.name        = mesh.name;
                tMeshDetails.path        = path;
                tMeshDetails.preview     = AssetPreview.GetAssetPreview(mesh);
                tMeshDetails.vertexCount = mesh.vertexCount;
                tMeshDetails.triangles   = mesh.triangles.Length;
                AllMeshes.Add(tMeshDetails);
            }
        }

        paths = GetFilePaths <AudioClip>(inputPath, searchOption);

        foreach (string path in paths)
        {
            AudioClip clip = (AudioClip)AssetDatabase.LoadAssetAtPath(path, typeof(AudioClip));
            if (clip != null)
            {
                SoundDetails tSoundDetails = new SoundDetails();
                tSoundDetails.FoundInGameObjects = new List <string>();
                tSoundDetails.name    = clip.name;
                tSoundDetails.path    = path;
                tSoundDetails.preview = AssetPreview.GetAssetPreview(clip);
                AllSounds.Add(tSoundDetails);
            }
        }

        paths = GetFilePaths <MonoScript>(inputPath, searchOption);

        foreach (string path in paths)
        {
            MonoScript script = (MonoScript)AssetDatabase.LoadAssetAtPath(path, typeof(MonoScript));
            if (script != null)
            {
                ScriptDetails tScriptDetails = new ScriptDetails();
                tScriptDetails.FoundInGameObjects = new List <string>();
                tScriptDetails.name = script.name;
                tScriptDetails.path = path;
                AllScripts.Add(tScriptDetails);
            }
        }

        // TODO: 优化查重算法
        // TODO: 目前只能找到存为prefab的GameObject
        // 找到GameObject引用的内建资源也能找到

        paths = GetFilePaths <GameObject>(inputPath, searchOption);

        foreach (string path in paths)
        {
            GameObject gameObject = (GameObject)AssetDatabase.LoadAssetAtPath(path, typeof(GameObject));
            if (gameObject != null)
            {
                foreach (Object obj in EditorUtility.CollectDependencies(new UnityEngine.Object[] { gameObject }))
                {
                    string p = AssetDatabase.GetAssetPath(obj);
                    if (p == defaultPath)
                    {
                        p = defaultPath + "::" + obj.name;
                    }

                    if (obj is Material)
                    {
                        Material material = (Material)obj;
                        int      check    = 1;
                        foreach (MaterialDetails details in AllMaterials)
                        {
                            if (details.path == p)
                            {
                                check = 0;
                                details.FoundInGameObjects.Add(path);
                                break;
                            }
                        }

                        if (check == 1)
                        {
                            MaterialDetails tMaterialDetails = new MaterialDetails();
                            tMaterialDetails.FoundInGameObjects = new List <string>();
                            tMaterialDetails.name = material.name;
                            tMaterialDetails.path = path;

                            // 对于material的缩略图进行深拷贝
                            Texture2D preview = AssetPreview.GetAssetPreview(material);
                            tMaterialDetails.preview = new Texture2D(preview.width, preview.height);
                            tMaterialDetails.preview.SetPixels32(preview.GetPixels32());
                            tMaterialDetails.preview.Apply();

                            tMaterialDetails.FoundInGameObjects.Add(path);
                            AllMaterials.Add(tMaterialDetails);
                        }
                    }

                    else if (obj is Mesh)
                    {
                        Mesh mesh  = (Mesh)obj;
                        int  check = 1;
                        foreach (MeshDetails details in AllMeshes)
                        {
                            if (details.path == p)
                            {
                                check = 0;
                                details.FoundInGameObjects.Add(path);
                                break;
                            }
                        }

                        if (check == 1)
                        {
                            MeshDetails tMeshDetails = new MeshDetails();
                            tMeshDetails.FoundInGameObjects = new List <string>();
                            tMeshDetails.name        = mesh.name;
                            tMeshDetails.path        = path;
                            tMeshDetails.preview     = AssetPreview.GetAssetPreview(mesh);
                            tMeshDetails.vertexCount = mesh.vertexCount;
                            tMeshDetails.triangles   = mesh.triangles.Length;
                            tMeshDetails.FoundInGameObjects.Add(path);
                            AllMeshes.Add(tMeshDetails);
                        }
                    }

                    else if (obj is AudioClip)
                    {
                        AudioClip clip  = (AudioClip)obj;
                        int       check = 1;
                        foreach (SoundDetails details in AllSounds)
                        {
                            if (details.path == p)
                            {
                                check = 0;
                                details.FoundInGameObjects.Add(path);
                                break;
                            }
                        }

                        if (check == 1)
                        {
                            SoundDetails tSoundDetails = new SoundDetails();
                            tSoundDetails.FoundInGameObjects = new List <string>();
                            tSoundDetails.name    = clip.name;
                            tSoundDetails.path    = p;
                            tSoundDetails.preview = AssetPreview.GetAssetPreview(clip);
                            tSoundDetails.FoundInGameObjects.Add(path);
                            AllSounds.Add(tSoundDetails);
                        }
                    }

                    else if (obj is MonoScript)
                    {
                        MonoScript script = (MonoScript)obj;
                        int        check  = 1;
                        foreach (ScriptDetails details in AllScripts)
                        {
                            if (details.path == p)
                            {
                                check = 0;
                                details.FoundInGameObjects.Add(path);
                                break;
                            }
                        }
                        if (check == 1)
                        {
                            ScriptDetails tScriptDetails = new ScriptDetails();
                            tScriptDetails.FoundInGameObjects = new List <string>();
                            tScriptDetails.name = script.name;
                            tScriptDetails.path = p;
                            tScriptDetails.FoundInGameObjects.Add(path);
                            AllScripts.Add(tScriptDetails);
                        }
                    }
                }
            }
        }

        foreach (TextureDetails tTextureDetails in AllTextures)
        {
            TotalTextureMemory += tTextureDetails.memSizeBytes;
        }

        foreach (MeshDetails tMeshDetails in AllMeshes)
        {
            TotalMeshVertices += tMeshDetails.vertexCount;
        }
    }