public override BuildResult Run(BuildContext context) { var manifest = context.BuildManifest; var buildConfiguration = BuildContextInternals.GetBuildConfiguration(context); var profile = context.GetComponentOrDefault <DotsRuntimeBuildProfile>(); var rootAssembly = context.GetComponentOrDefault <DotsRuntimeRootAssembly>(); var targetName = rootAssembly.MakeBeeTargetName(context.BuildConfigurationName); var scenes = context.GetComponentOrDefault <SceneList>(); var firstScene = scenes.GetScenePathsForBuild().FirstOrDefault(); s_AssemblyCache.BaseAssemblies = rootAssembly.RootAssembly.asset; s_AssemblyCache.PlatformName = profile.Target.UnityPlatformName; // Record any log errors/exceptions to be able to stop the build if any ExportConfigurationLogHandler logHandler = new ExportConfigurationLogHandler(); logHandler.Hook(); using (var tmpWorld = new World(ConfigurationScene.Guid.ToString())) { var dataDirInfo = WorldExport.GetOrCreateDataDirectoryFrom(rootAssembly.StagingDirectory.Combine(targetName)); var logDirectory = WorldExport.GetOrCreateLogDirectoryFrom(targetName); var subScenePath = WorldExport .GetOrCreateSubSceneDirectoryFrom(rootAssembly.StagingDirectory.Combine(targetName)).ToString(); var outputDir = BuildStepGenerateBeeFiles.GetFinalOutputDirectory(context, targetName); var hasFilter = context.TryGetComponent <ConversionSystemFilterSettings>(out var conversionFilter); // Run configuration systems ConfigurationSystemGroup configSystemGroup = tmpWorld.GetOrCreateSystem <ConfigurationSystemGroup>(); var systems = TypeCache.GetTypesDerivedFrom(typeof(ConfigurationSystemBase)); foreach (var type in systems) { if (hasFilter && !conversionFilter.ShouldRunConversionSystem(type)) { continue; } ConfigurationSystemBase baseSys = (ConfigurationSystemBase)tmpWorld.GetOrCreateSystem(type); baseSys.BuildContext = context; baseSys.AssemblyCache = s_AssemblyCache; baseSys.LogDirectoryPath = logDirectory.FullName; configSystemGroup.AddSystemToUpdateList(baseSys); } configSystemGroup.SortSystems(); configSystemGroup.Update(); // Export configuration scene var writeEntitySceneSettings = new WriteEntitySceneSettings() { Codec = Codec.LZ4, IsDotsRuntime = true, OutputPath = subScenePath, BuildAssemblyCache = s_AssemblyCache }; var(decompressedSize, compressedSize) = EditorEntityScenes.WriteEntitySceneSection( tmpWorld.EntityManager, ConfigurationScene.Guid, "0", null, writeEntitySceneSettings, out var objectRefCount, out var objRefs, default);
public void TestReadAndWriteWithObjectRef() { string binPath = "Temp/test.bin"; string binRefPath = "Temp/test.bin.ref"; var dstWorld = new World(""); var dstEntitymanager = dstWorld.EntityManager; var material = AssetDatabase.LoadAssetAtPath <Material>("Packages/com.unity.entities/Unity.Scenes.Hybrid.Tests/Test.mat"); var entity = m_Manager.CreateEntity(); m_Manager.AddComponentData(entity, new MaterialRefComponent { Value = material }); m_Manager.AddComponentData(entity, new EcsTestData() { value = 5 }); EditorEntityScenes.Write(m_Manager, binPath, binRefPath); EditorEntityScenes.Read(dstEntitymanager, binPath, binRefPath); var dstEntity = dstEntitymanager.UniversalQuery.GetSingletonEntity(); Assert.AreEqual(material, m_Manager.GetComponentData <MaterialRefComponent>(entity).Value); Assert.AreEqual(material, dstEntitymanager.GetComponentData <MaterialRefComponent>(dstEntity).Value); Assert.AreEqual(5, m_Manager.GetComponentData <EcsTestData>(entity).value); Assert.AreEqual(5, dstEntitymanager.GetComponentData <EcsTestData>(dstEntity).value); }
public IEnumerator EndToEnd_ManagedComponents() { var guid = GUID.Generate(); var temp = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene); temp.name = "EndToEndTest_ManagedComponentsScene"; EditorSceneManager.SetActiveScene(temp); var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var entitySceneData = EditorEntityScenes.WriteEntityScene(temp, guid); Assert.AreEqual(1, entitySceneData.Length); var sceneEntity = m_Manager.CreateEntity(); m_Manager.AddComponentData(sceneEntity, entitySceneData[0]); var query = m_Manager.CreateEntityQuery(typeof(ManagedObjectWithObjectReference)); for (int i = 0; i != 10; i++) { m_Manager.AddComponentData(sceneEntity, new RequestSceneLoaded()); Assert.AreEqual(1, m_Manager.Debug.EntityCount); for (int w = 0; w != 1000; w++) { World.GetOrCreateSystem <SceneSectionStreamingSystem>().Update(); if (1 != m_Manager.Debug.EntityCount) { break; } yield return(null); } // 1. Scene entity // 2. Public ref array // 3. Mesh Renderer Assert.AreEqual(3, m_Manager.Debug.EntityCount); var entities = query.ToEntityArray(Collections.Allocator.TempJob); Assert.AreEqual(1, entities.Length); var component = m_Manager.GetComponentData <ManagedObjectWithObjectReference>(entities[0]); Assert.NotNull(component.Texture); Assert.AreEqual(512, component.Texture.width); Assert.AreEqual(512, component.Texture.height); entities.Dispose(); m_Manager.RemoveComponent <RequestSceneLoaded>(sceneEntity); World.GetOrCreateSystem <SceneSectionStreamingSystem>().Update(); Assert.AreEqual(1, m_Manager.Debug.EntityCount); } query.Dispose(); }
/// <summary> /// Returns an enum detailing if the given <see cref="GameObject"/> will be converted and how. /// </summary> /// <param name="gameObject">The <see cref="GameObject"/> to be converted.</param> /// <returns>A <see cref="GameObjectConversionResultStatus"/> code detailing how the <see cref="GameObject"/> will be converted.</returns> public static GameObjectConversionResultStatus GetGameObjectConversionResultStatus(GameObject gameObject) { if (null == gameObject || !gameObject) { return(GameObjectConversionResultStatus.NotConverted); } if (EditorEntityScenes.IsEntitySubScene(gameObject.scene)) { // Any gameObject in a sub-scene will ignore special conversion components and always result in a converted entity. return(GameObjectConversionResultStatus.ConvertedBySubScene); } s_StopConvertToEntity.Clear(); gameObject.GetComponentsInParent(true, s_StopConvertToEntity); if (s_StopConvertToEntity.Count > 0) { // This gameObject or an ancestor has the StopConvertToEntity component. // This means all of its children (including itself) are not converted. return(GameObjectConversionResultStatus.NotConvertedByStopConvertToEntityComponent); } s_ConvertToEntity.Clear(); gameObject.GetComponentsInParent(true, s_ConvertToEntity); foreach (var convertToEntity in s_ConvertToEntity) { if (convertToEntity.gameObject != gameObject && convertToEntity.ConversionMode == ConvertToEntity.Mode.ConvertAndInjectGameObject) { // An ancestor is being converted and injected. // This means all of its children are not converted. return(GameObjectConversionResultStatus.NotConvertedByConvertAndInjectMode); } } foreach (var convertToEntity in s_ConvertToEntity) { if (convertToEntity.gameObject != gameObject && convertToEntity.ConversionMode == ConvertToEntity.Mode.ConvertAndDestroy) { // An ancestor is being converted and destroyed. // This means all of its children are converted. return(GameObjectConversionResultStatus.ConvertedByAncestor); } } var convertToEntityOnCurrentGO = gameObject.GetComponent <ConvertToEntity>(); return((convertToEntityOnCurrentGO && convertToEntityOnCurrentGO.enabled) ? GameObjectConversionResultStatus.ConvertedByConvertToEntity : GameObjectConversionResultStatus.NotConverted); }
public IEnumerator EndToEnd() { var guid = GUID.Generate(); var temp = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene); EditorSceneManager.SetActiveScene(temp); var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var entitySceneData = EditorEntityScenes.WriteEntityScene(temp, guid); Assert.AreEqual(1, entitySceneData.Length); var sceneEntity = m_Manager.CreateEntity(); m_Manager.AddComponentData(sceneEntity, entitySceneData[0]); for (int i = 0; i != 10; i++) { m_Manager.AddComponentData(sceneEntity, new RequestSceneLoaded()); Assert.AreEqual(1, m_Manager.Debug.EntityCount); for (int w = 0; w != 1000; w++) { World.GetOrCreateSystem <ResolveSceneReferenceSystem>().Update(); World.GetOrCreateSystem <SceneSectionStreamingSystem>().Update(); if (1 != m_Manager.Debug.EntityCount) { break; } yield return(null); } // 1. Scene entity // 2. Public ref array // 3. Mesh Renderer Assert.AreEqual(3, m_Manager.Debug.EntityCount); m_Manager.RemoveComponent <RequestSceneLoaded>(sceneEntity); World.GetOrCreateSystem <SceneSectionStreamingSystem>().Update(); Assert.AreEqual(1, m_Manager.Debug.EntityCount); } }
public IEnumerator LodSplitOverSections() { var guid = GUID.Generate(); var temp = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene); EditorSceneManager.SetActiveScene(temp); // Large set of dummy entities to stress the public ref array const int dummyCount = 100; for (int i = 0; i < dummyCount; ++i) { new GameObject($"Dummy {i}"); } var lod0Renderer = GameObject.CreatePrimitive(PrimitiveType.Cube); var lod1Renderer = GameObject.CreatePrimitive(PrimitiveType.Cube); var lod2Renderer = GameObject.CreatePrimitive(PrimitiveType.Cube); lod0Renderer.transform.position = new Vector3(0, 0, 0); lod1Renderer.transform.position = new Vector3(1, 0, 0); lod2Renderer.transform.position = new Vector3(2, 0, 0); var highLod = new GameObject("HighLOD"); highLod.SetActive(false); var highLodGroup = highLod.AddComponent <LODGroup>(); var lowLod = new GameObject("LowLOD"); lowLod.SetActive(false); var lowLodGroup = lowLod.AddComponent <LODGroup>(); var hlod = new GameObject("HLOD"); hlod.SetActive(false); var hlodComponent = hlod.AddComponent <HLOD>(); var hlodGroup = hlod.GetComponent <LODGroup>(); lod0Renderer.transform.parent = highLod.transform; lod1Renderer.transform.parent = highLod.transform; lod2Renderer.transform.parent = lowLod.transform; highLod.transform.parent = hlod.transform; lowLod.transform.parent = hlod.transform; highLodGroup.SetLODs(new[] { new LOD(0.75f, new[] { lod0Renderer.GetComponent <Renderer>() }), new LOD(0.00f, new[] { lod1Renderer.GetComponent <Renderer>() }), }); lowLodGroup.SetLODs(new[] { new LOD(0.00f, new[] { lod2Renderer.GetComponent <Renderer>() }), }); hlodComponent.LODParentTransforms = new[] { highLod.transform, lowLod.transform }; hlodGroup.SetLODs(new[] { new LOD(0.25f, new Renderer[] {}), new LOD(0.00f, new Renderer[] {}), }); highLod.SetActive(true); lowLod.SetActive(true); hlod.SetActive(true); var entitySceneData = EditorEntityScenes.WriteEntityScene(temp, guid, 0); Assert.AreEqual(2, entitySceneData.Length); var sceneEntitySection0 = m_Manager.CreateEntity(); m_Manager.AddComponentData(sceneEntitySection0, entitySceneData[0]); var sceneEntitySection1 = m_Manager.CreateEntity(); m_Manager.AddComponentData(sceneEntitySection1, entitySceneData[1]); // Loading one scene at a time for (int i = 0; i != 10; i++) { Assert.AreEqual(2, m_Manager.Debug.EntityCount); m_Manager.AddComponentData(sceneEntitySection0, new RequestSceneLoaded()); for (int w = 0; w != 1000; w++) { World.GetOrCreateSystem <SubSceneStreamingSystem>().Update(); if (2 != m_Manager.Debug.EntityCount) { break; } Assert.AreNotEqual(999, w, "Streaming is stuck"); yield return(null); } // 1. Scene entity section 0 // 2. Scene entity section 1 // 3. Public ref array // 4. HLOD // 5. LowLod group // 6. LOD2 renderer Assert.AreEqual(dummyCount + 6, m_Manager.Debug.EntityCount); // Destroying and recreating the system causes the streaming worlds to reset, otherwise oversize // buffers could carry over and would not trigger the right asserts. World.DestroySystem(World.GetExistingSystem <SubSceneStreamingSystem>()); m_Manager.AddComponentData(sceneEntitySection1, new RequestSceneLoaded()); for (int w = 0; w != 1000; w++) { World.GetOrCreateSystem <SubSceneStreamingSystem>().Update(); if (dummyCount + 6 != m_Manager.Debug.EntityCount) { break; } Assert.AreNotEqual(999, w, "Streaming is stuck"); yield return(null); } // 1. Scene entity section 0 // 2. Scene entity section 1 // 3. Public ref array // 4. HLOD // 5. LowLod group // 6. LOD2 renderer // 7. External ref array // 8. HighLod group // 9. LOD1 renderer // A. LOD0 renderer Assert.AreEqual(dummyCount + 10, m_Manager.Debug.EntityCount); m_Manager.RemoveComponent <RequestSceneLoaded>(sceneEntitySection1); World.GetOrCreateSystem <SubSceneStreamingSystem>().Update(); Assert.AreEqual(dummyCount + 6, m_Manager.Debug.EntityCount); m_Manager.RemoveComponent <RequestSceneLoaded>(sceneEntitySection0); World.GetOrCreateSystem <SubSceneStreamingSystem>().Update(); Assert.AreEqual(2, m_Manager.Debug.EntityCount); } }
public override BuildResult Run(BuildContext context) { var manifest = context.BuildManifest; var rootAssembly = context.GetComponentOrDefault <DotsRuntimeRootAssembly>(); var buildScenes = context.GetComponentOrDefault <SceneList>(); var targetName = rootAssembly.MakeBeeTargetName(context.BuildConfigurationName); var scenePaths = buildScenes.GetScenePathsForBuild(); var buildConfigurationGuid = context.BuildConfigurationAssetGUID; var dataDirectory = WorldExport.GetOrCreateDataDirectoryFrom(rootAssembly.StagingDirectory.Combine(targetName)); var logsDirectory = WorldExport.GetOrCreateLogDirectoryFrom(targetName); var sceneGuids = scenePaths.SelectMany(scenePath => { var guids = EditorEntityScenes.GetSubScenes(AssetDatabaseCompatibility.PathToGUID(scenePath)).ToList(); guids.Add(AssetDatabaseCompatibility.PathToGUID(scenePath)); return(guids); }).Distinct().ToList(); //Save all unsaved scenes of the project first foreach (var guid in sceneGuids) { string scenePath = AssetDatabase.GUIDToAssetPath(guid.ToString()); var scene = SceneManager.GetSceneByPath(scenePath); EditorSceneManager.SaveScene(scene); } var requiresRefresh = false; var sceneBuildConfigGuids = new NativeArray <GUID>(sceneGuids.Count, Allocator.TempJob); for (int i = 0; i != sceneBuildConfigGuids.Length; i++) { sceneBuildConfigGuids[i] = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(sceneGuids[i], new Hash128(buildConfigurationGuid), false, out var thisRequiresRefresh); requiresRefresh |= thisRequiresRefresh; } if (requiresRefresh) { AssetDatabase.Refresh(); } var artifactHashes = new NativeArray <UnityEngine.Hash128>(sceneGuids.Count, Allocator.TempJob); AssetDatabaseCompatibility.ProduceArtifactsRefreshIfNecessary(sceneBuildConfigGuids, typeof(SubSceneImporter), artifactHashes); bool succeeded = true; for (int i = 0; i != sceneBuildConfigGuids.Length; i++) { var sceneGuid = sceneGuids[i]; var artifactHash = artifactHashes[i]; AssetDatabaseCompatibility.GetArtifactPaths(artifactHash, out var artifactPaths); List <FileInfo> exportedFiles = new List <FileInfo>(); bool foundEntityHeader = false; foreach (var artifactPath in artifactPaths) { var ext = Path.GetExtension(artifactPath).ToLower().Replace(".", ""); if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesHeader)) { foundEntityHeader = true; var destinationFile = dataDirectory.FullName + Path.DirectorySeparatorChar + EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesHeader, -1); new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); exportedFiles.Add(new FileInfo(destinationFile)); } else if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesBinary)) { var destinationFile = dataDirectory.FullName + Path.DirectorySeparatorChar + EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesBinary, EntityScenesPaths.GetSectionIndexFromPath(artifactPath)); new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); exportedFiles.Add(new FileInfo(destinationFile)); } else if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesConversionLog)) { var destinationFile = logsDirectory.FullName + Path.DirectorySeparatorChar + $"{sceneGuid}.{EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesConversionLog)}"; new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); var result = PrintConversionLogToUnityConsole(artifactPath); if (result.HasError || result.HasException) { UnityEngine.Debug.LogError("Failed to export scene: " + Path.GetFileName(AssetDatabase.GUIDToAssetPath(sceneGuid.ToString()))); succeeded = false; } } else if (new Hash128(ext).IsValid) //Asset files are exported as {artifactHash}.{assetguid} { var destinationFile = dataDirectory.FullName + Path.DirectorySeparatorChar + ext; new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); exportedFiles.Add(new FileInfo(destinationFile)); } } if (!foundEntityHeader) { Debug.LogError($"Failed to build EntityScene for '{AssetDatabaseCompatibility.GuidToPath(sceneGuid)}'."); succeeded = false; } //UpdateManifest manifest.Add(new Guid(sceneGuid.ToString()), AssetDatabase.GUIDToAssetPath(sceneGuid.ToString()), exportedFiles); } var catalogPath = Path.Combine(dataDirectory.ToString(), SceneSystem.k_SceneInfoFileName); WriteCatalogFile(catalogPath, buildScenes); manifest.AddAdditionalFilesToDeploy(new FileInfo(catalogPath.ToString())); sceneBuildConfigGuids.Dispose(); artifactHashes.Dispose(); if (succeeded) { return(context.Success()); } return(context.Failure($"Failed to export scenes")); }