Esempio n. 1
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        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 5 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
                {
                    uint _u32_0 = LuaAPI.xlua_touint(L, 2);
                    uint _u32_1 = LuaAPI.xlua_touint(L, 3);
                    uint _u32_2 = LuaAPI.xlua_touint(L, 4);
                    uint _u32_3 = LuaAPI.xlua_touint(L, 5);

                    UnityEngine.Hash128 gen_ret = new UnityEngine.Hash128(_u32_0, _u32_1, _u32_2, _u32_3);
                    translator.Push(L, gen_ret);

                    return(1);
                }

                if (LuaAPI.lua_gettop(L) == 1)
                {
                    translator.Push(L, default(UnityEngine.Hash128));
                    return(1);
                }
            }
            catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Hash128 constructor!"));
        }
        static StackObject *LoadFromCacheOrDownload_24(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 3);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.UInt32 crc = (uint)ptr_of_this_method->Value;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.Hash128 hash = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            System.String url = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = UnityEngine.WWW.LoadFromCacheOrDownload(url, hash, crc);

            object obj_result_of_this_method = result_of_this_method;

            if (obj_result_of_this_method is CrossBindingAdaptorType)
            {
                return(ILIntepreter.PushObject(__ret, __mStack, ((CrossBindingAdaptorType)obj_result_of_this_method).ILInstance));
            }
            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Esempio n. 3
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        static object PerformMemberwiseClone(ref object o)
        {
            var ins = new UnityEngine.Hash128();

            ins = (UnityEngine.Hash128)o;
            return(ins);
        }
Esempio n. 4
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        static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Hash128 @hash = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.String @name = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);


            var result_of_this_method = new UnityEngine.CachedAssetBundle(@name, @hash);

            if (!isNewObj)
            {
                __ret--;
                WriteBackInstance(__domain, __ret, __mStack, ref result_of_this_method);
                return(__ret);
            }

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Esempio n. 5
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        static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 4);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.UInt32 @u32_3 = (uint)ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.UInt32 @u32_2 = (uint)ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            System.UInt32 @u32_1 = (uint)ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 4);
            System.UInt32 @u32_0 = (uint)ptr_of_this_method->Value;


            var result_of_this_method = new UnityEngine.Hash128(@u32_0, @u32_1, @u32_2, @u32_3);

            if (!isNewObj)
            {
                __ret--;
                WriteBackInstance(__domain, __ret, __mStack, ref result_of_this_method);
                return(__ret);
            }

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
        static int _m_GetAssetBundleHash(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.AssetBundleManifest gen_to_be_invoked = (UnityEngine.AssetBundleManifest)translator.FastGetCSObj(L, 1);



                {
                    string _assetBundleName = LuaAPI.lua_tostring(L, 2);

                    UnityEngine.Hash128 gen_ret = gen_to_be_invoked.GetAssetBundleHash(
                        _assetBundleName);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Esempio n. 7
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        public void Conversions_MatchUnityEngine()
        {
            var hashEntities = new Hash128(1, 2, 3, 4);
            var hashUnity    = new UnityEngine.Hash128(1, 2, 3, 4);

            var hashUnityToEntities = (Hash128)hashUnity;
            var hashEntitiesToUnity = (UnityEngine.Hash128)hashEntities;

            Assert.That(hashEntities, Is.EqualTo(hashUnityToEntities));
            Assert.That(hashUnity, Is.EqualTo(hashEntitiesToUnity));
        }
Esempio n. 8
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        public void TestDynamicPoolInitialState([Values(1, 22, 333, 4444)] int total)
        {
            // Prepare
            PersistencySettings         settings = CreateTestSettings();
            PersistentSceneSystem       persistentSceneSystem       = World.GetOrCreateSystem <PersistentSceneSystem>();
            BeginFramePersistencySystem beginFramePersistencySystem = World.GetExistingSystem <BeginFramePersistencySystem>();

            beginFramePersistencySystem.ReplaceSettings(settings);
            PersistentDataStorage dataStorage = persistentSceneSystem.PersistentDataStorage;
            Hash128 identifier = Hash128.Compute("DynamicPoolTests");

            NativeArray <PersistableTypeHandle> typeHandles = new NativeArray <PersistableTypeHandle>(Archetype.Length, Allocator.Persistent);

            for (int i = 0; i < typeHandles.Length; i++)
            {
                typeHandles[i] = settings.GetPersistableTypeHandleFromFullTypeName(Archetype[i].GetManagedType().FullName); // This is not advised in a game
            }

            // Action
            Entity prefabEntity = m_Manager.CreateEntity(Archetype);

            m_Manager.SetComponentData(prefabEntity, new EcsTestData(1));
            m_Manager.AddComponent <Prefab>(prefabEntity);
            persistentSceneSystem.InitializePool(prefabEntity, total, identifier, typeHandles);

            // Verify
            {
                Assert.True(dataStorage.IsInitialized(identifier), "PoolContainer is not initialized!");
                PersistentDataContainer container = dataStorage.GetInitialStateReadContainer(identifier);
                int sizePerEntity = container.GetDataLayoutAtIndex(0).SizePerEntity;
                Assert.AreEqual(sizePerEntity * total, container.GetRawData().Length, "The data container was not of the expected size!");
                int amountNonZero = container.GetRawData().Count(dataByte => dataByte != 0);
                Assert.NotZero(amountNonZero, "The datacontainer didn't have valid initial state.");
            }

            // Action 2
            total += 31;
            persistentSceneSystem.InstantChangePoolCapacity(identifier, total);

            // Verify
            {
                Assert.True(dataStorage.IsInitialized(identifier), "PoolContainer is not initialized!");
                dataStorage.ToIndex(0);
                PersistentDataContainer container = dataStorage.GetReadContainerForCurrentIndex(identifier);
                int sizePerEntity = container.GetDataLayoutAtIndex(0).SizePerEntity;
                Assert.AreEqual(sizePerEntity * total, container.GetRawData().Length, "The data container was not of the expected size after an InstantResize!");
                int amountNonZero = container.GetRawData().Count(dataByte => dataByte != 0);
                Assert.NotZero(amountNonZero, "The datacontainer grew but didn't have valid initial state.");
            }

            // Cleanup
            m_Manager.DestroyEntity(m_Manager.UniversalQuery);
        }
Esempio n. 9
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        static void WriteBackInstance(CSHotFix.Runtime.Enviorment.AppDomain __domain, StackObject *ptr_of_this_method, IList <object> __mStack, ref UnityEngine.Hash128 instance_of_this_method)
        {
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            switch (ptr_of_this_method->ObjectType)
            {
            case ObjectTypes.Object:
            {
                __mStack[ptr_of_this_method->Value] = instance_of_this_method;
            }
            break;

            case ObjectTypes.FieldReference:
            {
                var ___obj = __mStack[ptr_of_this_method->Value];
                if (___obj is ILTypeInstance)
                {
                    ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = instance_of_this_method;
                }
                else
                {
                    var t = __domain.GetType(___obj.GetType()) as CLRType;
                    t.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, instance_of_this_method);
                }
            }
            break;

            case ObjectTypes.StaticFieldReference:
            {
                var t = __domain.GetType(ptr_of_this_method->Value);
                if (t is ILType)
                {
                    ((ILType)t).StaticInstance[ptr_of_this_method->ValueLow] = instance_of_this_method;
                }
                else
                {
                    ((CLRType)t).SetStaticFieldValue(ptr_of_this_method->ValueLow, instance_of_this_method);
                }
            }
            break;

            case ObjectTypes.ArrayReference:
            {
                var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.Hash128[];
                instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method;
            }
            break;
            }
        }
Esempio n. 10
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        static int _m_Compute_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                int gen_param_count = LuaAPI.lua_gettop(L);

                if (gen_param_count == 1 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 1))
                {
                    int _val = LuaAPI.xlua_tointeger(L, 1);

                    UnityEngine.Hash128 gen_ret = UnityEngine.Hash128.Compute(_val);
                    translator.Push(L, gen_ret);



                    return(1);
                }
                if (gen_param_count == 1 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 1))
                {
                    float _val = (float)LuaAPI.lua_tonumber(L, 1);

                    UnityEngine.Hash128 gen_ret = UnityEngine.Hash128.Compute(_val);
                    translator.Push(L, gen_ret);



                    return(1);
                }
                if (gen_param_count == 1 && (LuaAPI.lua_isnil(L, 1) || LuaAPI.lua_type(L, 1) == LuaTypes.LUA_TSTRING))
                {
                    string _data = LuaAPI.lua_tostring(L, 1);

                    UnityEngine.Hash128 gen_ret = UnityEngine.Hash128.Compute(_data);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Hash128.Compute!"));
        }
Esempio n. 11
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        static StackObject *LoadFromCacheOrDownload_24(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Hash128 hash = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.String url = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = UnityEngine.WWW.LoadFromCacheOrDownload(url, hash);

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Esempio n. 12
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        static StackObject *ToString_2(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.Hash128 instance_of_this_method = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            var result_of_this_method = instance_of_this_method.ToString();

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Esempio n. 13
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        static StackObject *set_imageContentsHash_29(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Hash128 @value = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.Texture instance_of_this_method = (UnityEngine.Texture) typeof(UnityEngine.Texture).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.imageContentsHash = value;

            return(__ret);
        }
Esempio n. 14
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        static StackObject *Ctor_2(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 3);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.UInt32 crc = (uint)ptr_of_this_method->Value;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.Hash128 hash = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            System.String url = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = new UnityEngine.Networking.DownloadHandlerAssetBundle(url, hash, crc);

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Esempio n. 15
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        static StackObject *op_Inequality_6(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Hash128 hash2 = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.Hash128 hash1 = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = hash1 != hash2;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method ? 1 : 0;
            return(__ret + 1);
        }
Esempio n. 16
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        static StackObject *get_isValid_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.Hash128 instance_of_this_method = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            var result_of_this_method = instance_of_this_method.isValid;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method ? 1 : 0;
            return(__ret + 1);
        }
Esempio n. 17
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        static int _m_Parse_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                {
                    string _hashString = LuaAPI.lua_tostring(L, 1);

                    UnityEngine.Hash128 gen_ret = UnityEngine.Hash128.Parse(_hashString);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Esempio n. 18
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        static StackObject *set_hash_3(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Hash128 @value = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.CachedAssetBundle instance_of_this_method;
            instance_of_this_method = (UnityEngine.CachedAssetBundle) typeof(UnityEngine.CachedAssetBundle).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            instance_of_this_method.hash = value;

            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            return(__ret);
        }
Esempio n. 19
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        static StackObject *Ctor_1(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.UInt64 @u64_1 = *(ulong *)&ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.UInt64 @u64_0 = *(ulong *)&ptr_of_this_method->Value;


            var result_of_this_method = new UnityEngine.Hash128(@u64_0, @u64_1);

            if (!isNewObj)
            {
                __ret--;
                WriteBackInstance(__domain, __ret, __mStack, ref result_of_this_method);
                return(__ret);
            }

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
 public static Guid ToGuid(this UnityEngine.Hash128 hash128)
 {
     return(new Guid(hash128.ToString()));
 }
 public static UnityEngine.Hash128 FromGuid(this UnityEngine.Hash128 hash128, Guid guid)
 {
     return(UnityEngine.Hash128.Parse(guid.ToString("N")));
 }
Esempio n. 22
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        public void TestDynamicPoolApplyAndPersist([Values(InstantiationType.Manager, InstantiationType.Command, InstantiationType.ParallelCommand)] InstantiationType instantiationType,
                                                   [Values(1, 2, 3, 444, 5555)] int total, [Values(false, true)] bool groupedJobs)
        {
            // Prepare
            PersistencySettings settings = CreateTestSettings();

            settings.ForceUseGroupedJobsInEditor   = groupedJobs;
            settings.ForceUseNonGroupedJobsInBuild = !groupedJobs;
            Assert.True(groupedJobs == settings.UseGroupedJobs());
            PersistentSceneSystem       persistentSceneSystem       = World.GetOrCreateSystem <PersistentSceneSystem>();
            BeginFramePersistencySystem beginFramePersistencySystem = World.GetExistingSystem <BeginFramePersistencySystem>();

            beginFramePersistencySystem.ReplaceSettings(settings);
            EndFramePersistencySystem endFramePersistencySystem = World.GetOrCreateSystem <EndFramePersistencySystem>();

            endFramePersistencySystem.ReplaceSettings(settings);
            EndInitializationEntityCommandBufferSystem ecbSystem = World.GetOrCreateSystem <EndInitializationEntityCommandBufferSystem>();
            PersistentDataStorage dataStorage = persistentSceneSystem.PersistentDataStorage;
            Hash128 identifier = Hash128.Compute("DynamicPoolTests");

            NativeArray <PersistableTypeHandle> typeHandles = new NativeArray <PersistableTypeHandle>(Archetype.Length, Allocator.Persistent);

            for (int i = 0; i < typeHandles.Length; i++)
            {
                typeHandles[i] = settings.GetPersistableTypeHandleFromFullTypeName(Archetype[i].GetManagedType().FullName); // This is not advised in a game
            }

            // Action
            Entity prefabEntity = m_Manager.CreateEntity(Archetype);

            m_Manager.AddComponent <Prefab>(prefabEntity);
            persistentSceneSystem.InitializePool(prefabEntity, total, identifier, typeHandles);
            int amountSpawned = 0;

            InstantiatePersistent(instantiationType, m_Manager, prefabEntity, ref amountSpawned, total);
            persistentSceneSystem.InstantChangePoolCapacity(identifier, total * 2); // double amount
            InstantiatePersistent(instantiationType, m_Manager, prefabEntity, ref amountSpawned, total);

            m_Manager.RemoveComponent <EmptyEcsTestData>(m_Manager.CreateEntityQuery(typeof(PersistenceState)));
            Entities.ForEach((Entity e, ref EcsTestData testData, DynamicBuffer <DynamicBufferData1> buffer) =>
            {
                testData.Value = 1;
                buffer.Add(new DynamicBufferData1()
                {
                    Value = 1
                });
            });

            dataStorage.ToIndex(0);
            endFramePersistencySystem.RequestPersist(dataStorage.GetWriteContainerForCurrentIndex(identifier));
            endFramePersistencySystem.Update();
            m_Manager.CompleteAllJobs();
            beginFramePersistencySystem.RequestApply(dataStorage.GetInitialStateReadContainer(identifier));
            beginFramePersistencySystem.Update();
            ecbSystem.Update();

            // Test
            int amountSurvivingEntities = m_Manager.CreateEntityQuery(typeof(EcsTestData)).CalculateEntityCount();

            Assert.True(amountSurvivingEntities == total * 2, $"{instantiationType} didn't create the expected amount of entities({amountSurvivingEntities}vs{total*2})! (Or they were destroyed by Apply)");
            Entities.ForEach((Entity e, ref EcsTestData testData, DynamicBuffer <DynamicBufferData1> buffer) =>
            {
                Assert.True(testData.Value == 0, "The apply didn't restore the component value!");
                Assert.True(buffer.IsEmpty, "The apply didn't restore the buffer!");
                Assert.True(m_Manager.HasComponent <EmptyEcsTestData>(e), "The apply didn't restore the component!");
            });

            // Action
            dataStorage.ToIndex(0);
            beginFramePersistencySystem.RequestApply(dataStorage.GetWriteContainerForCurrentIndex(identifier));
            beginFramePersistencySystem.Update();
            ecbSystem.Update();

            // Test
            amountSurvivingEntities = m_Manager.CreateEntityQuery(typeof(EcsTestData)).CalculateEntityCount();
            Assert.True(amountSurvivingEntities == total * 2, $"Some entities were unexpectedly destroyed!");
            Entities.ForEach((Entity e, ref EcsTestData testData, DynamicBuffer <DynamicBufferData1> buffer) =>
            {
                Assert.True(testData.Value == 1, "The second apply didn't restore the component value!");
                Assert.True(buffer[0].Value == 1, "The second apply didn't restore the buffer!");
                Assert.False(m_Manager.HasComponent <EmptyEcsTestData>(e), "The second apply didn't restore the component!");
            });

            // Cleanup
            m_Manager.DestroyEntity(m_Manager.UniversalQuery);
        }
 internal static void RegisterCustomDependency(string dependency, Hash128 hashOfValue) => AssetDatabaseExp.RegisterCustomDependency(dependency, hashOfValue);
Esempio n. 24
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        protected override void OnUpdate()
        {
            if (GetEntityQuery(ComponentType.ReadOnly <UnityEngine.Shader>()).CalculateEntityCount() == 0)
            {
                return;
            }
            if (!TryGetBuildConfigurationComponent <DotsRuntimeBuildProfile>(out var profile))
            {
                return;
            }
            bool includeAllPlatform = false;

            if (TryGetBuildConfigurationComponent <TinyShaderSettings>(out var shaderSettings))
            {
                includeAllPlatform = shaderSettings.PackageShadersForAllPlatforms;
            }
            var platforms = ShaderCompilerClient.GetSupportedPlatforms(profile.Target, includeAllPlatform);
            var context   = new BlobAssetComputationContext <ShaderSettings, PrecompiledShaderPipeline>(BlobAssetStore, 128, Allocator.Temp);

            Entities.ForEach((UnityEngine.Shader uShader) =>
            {
                if (MaterialConversion.GetMaterialType(uShader) != MaterialConversion.SupportedMaterialType.Custom)
                {
                    return;
                }

                var entity = GetPrimaryEntity(uShader);

                // Note: all shader stages are in a single source file
                string filepath = Path.GetFullPath(AssetDatabase.GetAssetPath(uShader));
                if (!File.Exists(filepath))
                {
                    throw new InvalidDataException($"Could not open shader file '{filepath}'");
                }
                string shaderSrc = File.ReadAllText(filepath);

                if (m_Client == null)
                {
                    InitShaderCompiler();
                }

                m_Client.Preprocess(shaderSrc, filepath, uShader.name, out string hlslSrc, out int startLine, out uint[] includeHash);
                Hash128 includeHash128 = new Hash128(includeHash[0], includeHash[1], includeHash[2], includeHash[3]);
                Hash128 hash           = new Hash128();
                unsafe
                {
                    fixed(char *p = shaderSrc)
                    {
                        UnityEngine.HashUnsafeUtilities.ComputeHash128(p, (ulong)shaderSrc.Length, &hash);
                        UnityEngine.HashUtilities.AppendHash(ref includeHash128, ref hash);
                    }
                }

                context.AssociateBlobAssetWithUnityObject(hash, uShader);
                if (context.NeedToComputeBlobAsset(hash))
                {
                    context.AddBlobAssetToCompute(hash, default);
                    var blobAsset = m_Client.CompileShaderForPlatforms(hlslSrc, platforms, filepath, startLine, uShader.name);
                    if (!blobAsset.IsCreated)
                    {
                        return;
                    }

                    context.AddComputedBlobAsset(hash, blobAsset);
                }

                context.GetBlobAsset(hash, out var shaderBlob);
                DstEntityManager.AddComponentData(entity, new CustomShader {
                    Status = ShaderStatus.Invalid, Name = Path.GetFileNameWithoutExtension(filepath)
                });
                DstEntityManager.AddComponentData(entity, new ShaderBinData {
                    shaders = shaderBlob
                });
            });

            ShutdownShaderCompiler();

            context.Dispose();
        }
Esempio n. 25
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 /// <summary>
 /// 最新バージョン以外の AssetBundle キャッシュをクリアする
 /// </summary>
 /// <param name="assetBundleName"></param>
 private void ClearOtherCachedVersions(string assetBundleName)
 {
     UnityEngine.Hash128 hash = this.RootAssetBundleManifest.GetAssetBundleHash(assetBundleName);
     UnityEngine.Caching.ClearOtherCachedVersions(assetBundleName, hash);
 }
Esempio n. 26
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        static StackObject *ComputeHash128_3(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Hash128 @hash = (UnityEngine.Hash128) typeof(UnityEngine.Hash128).CheckCLRTypes(__intp.RetriveObject(ptr_of_this_method, __mStack));

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.Byte[] @value = (System.Byte[]) typeof(System.Byte[]).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));


            UnityEngine.HashUtilities.ComputeHash128(@value, ref @hash);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            switch (ptr_of_this_method->ObjectType)
            {
            case ObjectTypes.StackObjectReference:
            {
                var    ___dst = *(StackObject **)&ptr_of_this_method->Value;
                object ___obj = @hash;
                if (___dst->ObjectType >= ObjectTypes.Object)
                {
                    if (___obj is CrossBindingAdaptorType)
                    {
                        ___obj = ((CrossBindingAdaptorType)___obj).ILInstance;
                    }
                    __mStack[___dst->Value] = ___obj;
                }
                else
                {
                    ILIntepreter.UnboxObject(___dst, ___obj, __mStack, __domain);
                }
            }
            break;

            case ObjectTypes.FieldReference:
            {
                var ___obj = __mStack[ptr_of_this_method->Value];
                if (___obj is ILTypeInstance)
                {
                    ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = @hash;
                }
                else
                {
                    var ___type = __domain.GetType(___obj.GetType()) as CLRType;
                    ___type.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, @hash);
                }
            }
            break;

            case ObjectTypes.StaticFieldReference:
            {
                var ___type = __domain.GetType(ptr_of_this_method->Value);
                if (___type is ILType)
                {
                    ((ILType)___type).StaticInstance[ptr_of_this_method->ValueLow] = @hash;
                }
                else
                {
                    ((CLRType)___type).SetStaticFieldValue(ptr_of_this_method->ValueLow, @hash);
                }
            }
            break;

            case ObjectTypes.ArrayReference:
            {
                var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.Hash128[];
                instance_of_arrayReference[ptr_of_this_method->ValueLow] = @hash;
            }
            break;
            }

            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            __intp.Free(ptr_of_this_method);
            return(__ret);
        }
        // This function is responsible for providing all the subscenes to the build.
        //
        // The way these files get generated is that we have a SceneWithBuildConfiguration file, (which is a bit of a hack to work around the inability for scriptable importers to take arguments, so
        // instead we create a different file that points to the scene we want to import, and points to the buildconfiguration we want to import it for).   The SubsceneImporter will import this file,
        // and it will make 3 (relevant) kind of files:
        // - headerfile
        // - entitybinaryformat file (the actual entities payloads)
        // - a SerializedFile that has an array of UnityEngine.Object PPtrs that are used by this entity file.
        //
        // The first two we deal with very simply: they just need to be copied into the build, and we're done.
        // the third one, we will feed as input to the Scriptable build pipeline (which is actually about creating assetbundles), and create an assetbundle that
        // has all those objects in it that the 3rd file referred to.  We do this with a batch api, first we loop through all subscenes, and register with this batch
        // api which assetbundles we'd like to see produced, and then at the end, we say "okay make them please".  this assetbundle creation api has a caching system
        // that is separate from the assetpipeline caching system, so if all goes well, the call to produce these assetbundles will return very fast and did nothing.
        //
        // The reason for the strange looking api, where a two callbacks get passed in is to make integration of the new incremental buildpipeline easier, as this code
        // needs to be compatible both with the current buildpipeline in the dots-repo, as well as with the incremental buildpipeline.  When that is merged, we can simplify this.
        public static void PrepareAdditionalFiles(GUID[] sceneGuids, ArtifactKey[] entitySceneArtifacts, BuildTarget target, Action <string, string> RegisterFileCopy, string outputStreamingAssetsDirectory, string buildWorkingDirectory)
        {
            if (target == BuildTarget.NoTarget)
            {
                throw new InvalidOperationException($"Invalid build target '{target.ToString()}'.");
            }

            if (target != EditorUserBuildSettings.activeBuildTarget)
            {
                throw new InvalidOperationException($"ActiveBuildTarget must be switched before the {nameof(SubSceneBuildCode)} runs.");
            }

            Assert.AreEqual(sceneGuids.Length, entitySceneArtifacts.Length);

            var content             = new BundleBuildContent(new AssetBundleBuild[0]);
            var bundleNames         = new HashSet <string>();
            var subScenePaths       = new Dictionary <Hash128, string>();
            var dependencyInputData = new Dictionary <SceneSection, SectionDependencyInfo>();

            var    refExt    = EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesUnityObjectReferences);
            var    headerExt = EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesHeader);
            var    binaryExt = EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesBinary);
            string conversionLogExtension = EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesConversionLog);

            var group      = BuildPipeline.GetBuildTargetGroup(target);
            var parameters = new BundleBuildParameters(target, @group, buildWorkingDirectory)
            {
                BundleCompression = BuildCompression.LZ4Runtime
            };

            var artifactHashes = new UnityEngine.Hash128[entitySceneArtifacts.Length];

            AssetDatabaseCompatibility.ProduceArtifactsRefreshIfNecessary(entitySceneArtifacts, artifactHashes);

            for (int i = 0; i != entitySceneArtifacts.Length; i++)
            {
                var sceneGuid            = sceneGuids[i];
                var sceneBuildConfigGuid = entitySceneArtifacts[i].guid;
                var artifactHash         = artifactHashes[i];

                bool foundEntityHeader = false;

                if (!artifactHash.isValid)
                {
                    throw new Exception($"Building EntityScene artifact failed: '{AssetDatabaseCompatibility.GuidToPath(sceneGuid)}' ({sceneGuid}). There were exceptions during the entity scene imports.");
                }

                AssetDatabaseCompatibility.GetArtifactPaths(artifactHash, out var artifactPaths);

                foreach (var artifactPath in artifactPaths)
                {
                    //UnityEngine.Debug.Log($"guid: {sceneGuid} artifact: '{artifactPath}'");

                    //@TODO: This looks like a workaround. Whats going on here?
                    var ext = Path.GetExtension(artifactPath).Replace(".", "");

                    if (ext == conversionLogExtension)
                    {
                        var res = ConversionLogUtils.PrintConversionLogToUnityConsole(artifactPath);

                        if (res.HasException)
                        {
                            throw new Exception("Building entity scenes failed. There were exceptions during the entity scene imports.");
                        }
                    }
                    else if (ext == headerExt)
                    {
                        foundEntityHeader = true;

                        if (!string.IsNullOrEmpty(artifactPaths.FirstOrDefault(a => a.EndsWith(refExt))))
                        {
                            subScenePaths[sceneGuid] = artifactPath;
                        }
                        else
                        {
                            //if there are no reference bundles, then deduplication can be skipped
                            var destinationFile = EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesHeader, -1);
                            DoCopy(RegisterFileCopy, outputStreamingAssetsDirectory, artifactPath, destinationFile);
                        }
                    }
                    else if (ext == binaryExt)
                    {
                        var destinationFile = EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesBinary, EntityScenesPaths.GetSectionIndexFromPath(artifactPath));
                        DoCopy(RegisterFileCopy, outputStreamingAssetsDirectory, artifactPath, destinationFile);
                    }
                    else if (ext == refExt)
                    {
                        content.CustomAssets.Add(new CustomContent
                        {
                            Asset     = sceneBuildConfigGuid,
                            Processor = (guid, processor) =>
                            {
                                var sectionIndex = EntityScenesPaths.GetSectionIndexFromPath(artifactPath);
                                processor.GetObjectIdentifiersAndTypesForSerializedFile(artifactPath, out ObjectIdentifier[] objectIds, out Type[] types);