コード例 #1
0
        static unsafe void ReadBootstrap()
        {
            var path = bootstrapPath;

            using (var rdr = new StreamBinaryReader(path))
            {
                Hash128 guid = default;
                long    id   = 0;

                rdr.ReadBytes(&guid, sizeof(Hash128));
                rdr.ReadBytes(&id, sizeof(long));

                BuildConfigurationGUID = guid;
                LiveLinkId             = id;
            }
        }
コード例 #2
0
        void RemoveSceneEntities()
        {
            if (_AddedSceneGUID != default)
            {
                var sceneGUID = _AddedSceneGUID;
                _AddedSceneGUID = default;

                foreach (var world in World.All)
                {
                    var sceneSystem = world.GetExistingSystem <SceneSystem>();
                    if (sceneSystem != null)
                    {
                        sceneSystem.UnloadScene(sceneGUID, SceneSystem.UnloadParameters.DestroySceneProxyEntity | SceneSystem.UnloadParameters.DestroySectionProxyEntities);
                    }
                }
            }
        }
コード例 #3
0
        static NativeArray<Entity> GetActiveWorldSections(World world, Hash128 sceneGUID)
        {
            if (world == null || !world.IsCreated) return default;

            var sceneSystem = world.GetExistingSystem<SceneSystem>();
            if (sceneSystem == null)
                return default;

            var entities = world.EntityManager;

            var sceneEntity = sceneSystem.GetSceneEntity(sceneGUID);

            if (!entities.HasComponent<ResolvedSectionEntity>(sceneEntity))
                return default;

            return entities.GetBuffer<ResolvedSectionEntity>(sceneEntity).Reinterpret<Entity>().AsNativeArray();
        }
コード例 #4
0
        private bool IsExportingRootScene()
        {
            var  sceneList           = Settings.BuildConfiguration.GetComponent <SceneList>();
            bool convertingRootScene = false;

            foreach (var sceneInfo in sceneList.SceneInfos)
            {
                var sceneHash = new Hash128(sceneInfo.Scene.assetGUID.ToString());
                if (sceneHash == Settings.SceneGUID)
                {
                    convertingRootScene = true;
                    break;
                }
            }

            return(convertingRootScene);
        }
コード例 #5
0
        public void Convert(Scene scene, Hash128 sceneGUID, GameObjectConversionUtility.ConversionFlags flags, BuildSettings buildSettings)
        {
            using (m_ConvertMarker.Auto())
            {
                // Try incremental conversion
                if (!_RequestCleanConversion)
                {
                    // Debug.Log("Incremental convert");
                    try
                    {
                        GameObjectConversionUtility.ConvertIncremental(_GameObjectWorld, _ChangedGameObjects, flags);
                        _ChangedGameObjects.Clear();
                    }
                    #pragma warning disable 168
                    catch (Exception e)
                    {
                        _RequestCleanConversion = true;

                        // Debug.Log("Incremental conversion failed. Performing full conversion instead\n" + e.ToString());
                    }
                    #pragma warning restore 168
                }

                // If anything failed, fall back to clean conversion
                if (_RequestCleanConversion)
                {
                    // Debug.Log("Clean convert");
                    _ConvertedWorld.EntityManager.DestroyEntity(_ConvertedWorld.EntityManager.UniversalQuery);
                    var conversionSettings = new GameObjectConversionSettings(_ConvertedWorld, flags);
                    conversionSettings.BuildSettings       = buildSettings;
                    conversionSettings.SceneGUID           = sceneGUID;
                    conversionSettings.DebugConversionName = _SceneName;
                    conversionSettings.BlobAssetStore      = m_BlobAssetStore;

                    if (_GameObjectWorld != null && _GameObjectWorld.IsCreated)
                    {
                        _GameObjectWorld.Dispose();
                        _GameObjectWorld = null;
                    }
                    _GameObjectWorld = GameObjectConversionUtility.ConvertIncrementalInitialize(scene, conversionSettings);
                }

                _ChangedGameObjects.Clear();
                _RequestCleanConversion = false;
            }
        }
コード例 #6
0
        internal Hash128 ComputeHash()
        {
            m_computedHash = false;
            m_blobProfile  = default;

            m_filtersLeft.Clear();
            m_filtersRight.Clear();
            m_channelIndicesLeft.Clear();
            m_channelIndicesRight.Clear();
            m_anglesPerLeftChannel.Clear();
            m_anglesPerRightChannel.Clear();
            m_passthroughFractionsPerLeftChannel.Clear();
            m_passthroughFractionsPerRightChannel.Clear();
            m_filterVolumesPerLeftChannel.Clear();
            m_filterVolumesPerRightChannel.Clear();
            m_passthroughVolumesPerLeftChannel.Clear();
            m_passthroughVolumesPerRightChannel.Clear();

            BuildProfile();

            var job = new ComputeHashJob
            {
                filtersLeft           = m_filtersLeft,
                channelIndicesLeft    = m_channelIndicesLeft,
                filtersRight          = m_filtersRight,
                channelIndicesRight   = m_channelIndicesRight,
                anglesPerLeftChannel  = m_anglesPerLeftChannel,
                anglesPerRightChannel = m_anglesPerRightChannel,
                passthroughFractionsPerLeftChannel  = m_passthroughFractionsPerLeftChannel,
                passthroughFractionsPerRightChannel = m_passthroughFractionsPerRightChannel,
                filterVolumesPerLeftChannel         = m_filterVolumesPerLeftChannel,
                filterVolumesPerRightChannel        = m_filterVolumesPerRightChannel,
                passthroughVolumesPerLeftChannel    = m_passthroughVolumesPerLeftChannel,
                passthroughVolumesPerRightChannel   = m_passthroughVolumesPerRightChannel,
                result = new NativeReference <Hash128>(Allocator.TempJob)
            };

            job.Run();
            m_hash = job.result.Value;
            job.result.Dispose();
            m_computedHash = true;
            return(m_hash);
        }
コード例 #7
0
        public static string RelativePathInStreamingAssetsFolderFor(Hash128 sceneGUID, PathType type, int sectionIndex)
        {
            var extension = GetExtension(type);

            switch (type)
            {
            case PathType.EntitiesBinary:
                return($"SubScenes/{sceneGUID}.{sectionIndex}.{extension}");

            case PathType.EntitiesHeader:
                return($"SubScenes/{sceneGUID}.{extension}");

            case PathType.EntitiesUnityObjectReferences:
                return($"SubScenes/{sceneGUID}.{sectionIndex}.bundle");

            default:
                throw new ArgumentException();
            }
        }
コード例 #8
0
        void CalculateNumberOfLights(Hash128 sceneGuid)
        {
            //DOTSR-2180: There is still a bug to fix where if a subscene is loaded as a scene in the Editor instead of being loaded as part of a root scene, the build will unload it and create a new empty scene.
            //SubScene.UnloadScene here will be called on the subscene since we are closing the root scene it will unload the subscene without saving it first (so changes might be lost) and will load a new empty scene.
            using (var loadedScene = new LoadedSceneScope(sceneGuid))
            {
                List <GameObject> rootObjectsInScene = new List <GameObject>();
                loadedScene.ProjectScene.GetRootGameObjects(rootObjectsInScene);

                for (int i = 0; i < rootObjectsInScene.Count; i++)
                {
                    var lights = rootObjectsInScene[i].GetComponentsInChildren <UnityEngine.Light>(true);
                    foreach (var light in lights)
                    {
                        var cascadeComp = light.gameObject.GetComponent <Tiny.Authoring.CascadedShadowMappedLight>();
                        if (light.type == LightType.Directional || light.type == LightType.Point)
                        {
                            m_NumberOfPointOrDirLights++;
                        }
                        if (light.type == LightType.Directional || light.type == LightType.Spot)
                        {
                            if (light.shadows != LightShadows.None)
                            {
                                if (cascadeComp != null)
                                {
                                    m_NumberOfCascadedShadowMappedLights++;
                                }
                                else
                                {
                                    m_NumberOfShadowMappedLights++;
                                }
                            }
                        }
                    }
                    var subScene = rootObjectsInScene[i].GetComponent <Unity.Scenes.SubScene>();
                    if (subScene != null && subScene.AutoLoadScene && subScene.SceneAsset != null)
                    {
                        CalculateNumberOfLights(subScene.SceneGUID);
                    }
                }
            }
        }
コード例 #9
0
    unsafe public static EntityGuid GetEntityGuid(GameObject go, int index)
    {
#if false
        var id = GlobalObjectId.GetGlobalObjectId(go);
        // For the time being use InstanceID until we support GlobalObjectID API
        //Debug.Log(id);
        var hash = Hash128.Compute($"{id}:{index}");

        EntityGuid entityGuid;
        Assert.AreEqual(sizeof(EntityGuid), sizeof(Hash128));
        UnsafeUtility.MemCpy(&entityGuid, &hash, sizeof(Hash128));
        return(entityGuid);
#else
        EntityGuid entityGuid;
        entityGuid.a = (ulong)go.GetInstanceID();
        entityGuid.b = (ulong)index;

        return(entityGuid);
#endif
    }
コード例 #10
0
        Scene GetExistingScene(Hash128 sceneGUID)
        {
            string scenePath = World.GetExistingSystem <SceneSystem>().GetScenePath(sceneGUID);

            // Try to find out scene amongst loaded scenes
            // TODO: https://unity3d.atlassian.net/browse/DOTS-3329
            Scene gameObjectScene = default;

            for (int i = 0; i < SceneManager.sceneCount; i++)
            {
                var currentScene = SceneManager.GetSceneAt(i);
                if (currentScene.path == scenePath)
                {
                    gameObjectScene = currentScene;
                    break;
                }
            }

            return(gameObjectScene);
        }
コード例 #11
0
        public static string GetLoadPath(Hash128 sceneGUID, PathType type, int sectionIndex)
        {
            var extension = GetExtension(type);

            if (type == PathType.EntitiesBinary)
            {
                return($"{Application.streamingAssetsPath}/SubScenes/{sceneGUID}.{sectionIndex}.{extension}");
            }
            else if (type == PathType.EntitiesHeader)
            {
                return($"{Application.streamingAssetsPath}/SubScenes/{sceneGUID}.{extension}");
            }
            else if (type == PathType.EntitiesUnityObjectReferences)
            {
                return($"{Application.streamingAssetsPath}/SubScenes/{sceneGUID}.{sectionIndex}.bundle");
            }
            else
            {
                return("");
            }
        }
コード例 #12
0
        public static string GetLiveLinkCachePath(Hash128 targetHash, PathType type, int sectionIndex)
        {
            var extension = GetExtension(type);

            if (type == PathType.EntitiesBinary)
            {
                return($"{Application.persistentDataPath}/{targetHash}.{sectionIndex}.{extension}");
            }
            else if (type == PathType.EntitiesHeader)
            {
                return($"{Application.persistentDataPath}/{targetHash}.{extension}");
            }
            else if (type == PathType.EntitiesUnityObjectReferences)
            {
                return($"{Application.persistentDataPath}/{targetHash}.{sectionIndex}.refguids");
            }
            else
            {
                return("");
            }
        }
コード例 #13
0
        LiveLinkDiffGenerator(Scene scene, Hash128 sceneGUID, GUID buildConfigGUID, BuildConfiguration buildConfig, bool liveLinkEnabled)
        {
            _SceneGUID = sceneGUID;
            _Scene     = scene;
            _buildConfigurationGUID = buildConfigGUID;
            _buildConfiguration     = buildConfig;

            _LiveLinkEnabled = liveLinkEnabled;
            var worldFlags = WorldFlags.Editor | WorldFlags.Conversion | WorldFlags.Staging;

            _ConvertedWorld = new World($"Converted Scene: '{_Scene.name}", worldFlags);
            _LiveLinkDiffer = new EntityManagerDiffer(_ConvertedWorld.EntityManager, Allocator.Persistent);
            _IncrementalConversionChangeTracker = new IncrementalConversionChangeTracker();
#if UNITY_2020_2_OR_NEWER
            _IncrementalConversionDebug.World          = new World($"Incremental Conversion Debug: '{_Scene.name}'", worldFlags);
            _IncrementalConversionDebug.BlobAssets     = new BlobAssetCache(Allocator.Persistent);
            _IncrementalConversionDebug.BlobAssetStore = new BlobAssetStore();
#endif
            _RequestCleanConversion = true;

            var missingRenderDataQueryDesc = new EntityQueryDesc
            {
                All     = new ComponentType[] { typeof(SceneTag) },
                None    = new ComponentType[] { typeof(EditorRenderData) },
                Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled
            };
            var missingSceneDataQueryDesc = new EntityQueryDesc
            {
                None    = new ComponentType[] { typeof(SceneTag) },
                Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled
            };

            _MissingRenderDataQuery = _ConvertedWorld.EntityManager.CreateEntityQuery(missingRenderDataQueryDesc);
            _MissingSceneQuery      = _ConvertedWorld.EntityManager.CreateEntityQuery(missingSceneDataQueryDesc);
#if UNITY_2020_2_OR_NEWER
            _IncrementalConversionDebug.MissingRenderDataQuery = _IncrementalConversionDebug.World.EntityManager.CreateEntityQuery(missingRenderDataQueryDesc);
            _IncrementalConversionDebug.MissingSceneQuery      = _IncrementalConversionDebug.World.EntityManager.CreateEntityQuery(missingSceneDataQueryDesc);
#endif
        }
コード例 #14
0
        public void SetUpOnce()
        {
            #if UNITY_EDITOR
            try
            {
                BuildConfiguration.CreateAsset(m_BuildConfigPath, config =>
                {
                    config.SetComponent(new SceneList
                    {
                        SceneInfos = new List <SceneList.SceneInfo>
                        {
                            new SceneList.SceneInfo
                            {
                                Scene = GlobalObjectId.GetGlobalObjectIdSlow(AssetDatabase.LoadAssetAtPath <SceneAsset>(m_SubScenePath))
                            }
                        }
                    });
                });
                m_BuildConfigurationGUID = new GUID(AssetDatabase.AssetPathToGUID(m_BuildConfigPath));
                m_SceneGUID = new GUID(AssetDatabase.AssetPathToGUID(m_SubScenePath));

                var guid = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(m_SceneGUID, m_BuildConfigurationGUID);
                m_SceneWithBuildSettingsPath = SceneWithBuildConfigurationGUIDs.GetSceneWithBuildSettingsPath(ref guid);
                EntityScenesPaths.GetSubSceneArtifactHash(m_SceneGUID, m_BuildConfigurationGUID, ImportMode.Synchronous);
            }
            catch
            {
                AssetDatabase.DeleteAsset(m_TempPath);
                AssetDatabase.DeleteAsset(m_SceneWithBuildSettingsPath);
                throw;
            }

            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            #else
            //TODO: Playmode test not supported yet
            var sceneGuid = new Unity.Entities.Hash128();
            #endif
        }
            protected override void OnUpdate()
            {
                var ics = World.GetExistingSystem <IncrementalChangesSystem>();

                if (ics.SceneGUID != _sceneGuid)
                {
                    return;
                }
                _sceneGuid = default;
                ChangedGameObjects.AddRange(ics.IncomingChanges.ChangedGameObjects);
                Fill(ChangedGameObjectsInstanceIds, ics.IncomingChanges.ChangedGameObjectsInstanceIds);
                Fill(DeletedGameObjectInstanceIds, ics.IncomingChanges.RemovedGameObjectInstanceIds);
                ChangedComponents.AddRange(ics.IncomingChanges.ChangedComponents);

                void Fill(List <int> list, NativeArray <int> .ReadOnly data)
                {
                    for (int i = 0; i < data.Length; i++)
                    {
                        list.Add(data[i]);
                    }
                }
            }
コード例 #16
0
        public LiveLinkDiffGenerator(Hash128 sceneGUID, bool liveLinkEnabled)
        {
            _SceneName = Path.GetFileNameWithoutExtension(AssetDatabase.GUIDToAssetPath(sceneGUID.ToString()));

            _LiveLinkEnabled        = liveLinkEnabled;
            _ConvertedWorld         = new World($"Converted Scene: '{_SceneName}", WorldFlags.Editor | WorldFlags.Conversion | WorldFlags.Staging);
            _LiveLinkDiffer         = new EntityManagerDiffer(_ConvertedWorld.EntityManager, Allocator.Persistent);
            _RequestCleanConversion = true;

            _MissingRenderDataQuery = _ConvertedWorld.EntityManager.CreateEntityQuery(new EntityQueryDesc
            {
                All     = new ComponentType[] { typeof(SceneTag) },
                None    = new ComponentType[] { typeof(EditorRenderData) },
                Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled
            });

            _MissingSceneQuery = _ConvertedWorld.EntityManager.CreateEntityQuery(new EntityQueryDesc
            {
                None    = new ComponentType[] { typeof(SceneTag) },
                Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled
            });
        }
コード例 #17
0
        public void UnloadScene(Hash128 sceneGUID)
        {
            var dstEntities = _DstWorld.EntityManager;
            var sceneSystem = _DstWorld.GetExistingSystem<SceneSystem>();

            var sceneEntity = sceneSystem.GetSceneEntity(sceneGUID);
            
            dstEntities.RemoveComponent<DisableSceneResolveAndLoad>(sceneEntity);
            dstEntities.RemoveComponent<LiveLinkedSceneState>(sceneEntity);
            sceneSystem.UnloadScene(sceneEntity, SceneSystem.UnloadParameters.DestroySectionProxyEntities | SceneSystem.UnloadParameters.DontRemoveRequestSceneLoaded);


            // Cleanup leftover LiveLinkedScene system state
            // (This happens if the scene entity got destroyed)
            var job = new RemoveLiveLinkSceneState
            {
                DeleteGuid = sceneGUID,
                Commands = new EntityCommandBuffer(Allocator.TempJob)
            };
            job.Run(_RemovedScenesQuery);
            job.Commands.Playback(dstEntities);
            job.Commands.Dispose();
        }
コード例 #18
0
        void UpdateSceneContentsChanged(Hash128 buildConfigurationGUID)
        {
#if UNITY_EDITOR
            var importCounter = UnityEditor.Experimental.AssetDatabaseExperimental.counters.import.imported.total;
            if (importCounter == m_LastNumImports)
            {
                return;
            }
            m_LastNumImports = importCounter;
            Entities.With(m_ResolvedScenes).ForEach((Entity sceneEntity, ref SceneReference scene, ref ResolvedSceneHash resolvedScene) =>
            {
                LogResolving("Queuing UpdateSceneContentsChanged", scene.SceneGUID);
                var hash = EntityScenesPaths.GetSubSceneArtifactHash(scene.SceneGUID, buildConfigurationGUID, UnityEditor.Experimental.AssetDatabaseExperimental.ImportSyncMode.Queue);
                if ((hash != default) && (hash != resolvedScene.ArtifactHash))
                {
                    NotifySceneContentsHasChanged(scene.SceneGUID);
                }
            });
#endif

            if (m_ChangedScenes.Length != 0)
            {
                var sceneSystem = World.GetExistingSystem <SceneSystem>();
                foreach (var scene in m_ChangedScenes)
                {
                    var sceneEntity = sceneSystem.GetSceneEntity(scene);

                    // Don't touch it if the scene is under live link control (@Todo: SubSceneStreamingSystem.IgnoreTag could be live link specific?)
                    if (sceneEntity != Entity.Null && !EntityManager.HasComponent <DisableSceneResolveAndLoad>(sceneEntity))
                    {
                        var unloadFlags = SceneSystem.UnloadParameters.DestroySectionProxyEntities | SceneSystem.UnloadParameters.DontRemoveRequestSceneLoaded;
                        sceneSystem.UnloadScene(sceneEntity, unloadFlags);
                    }
                }
                m_ChangedScenes.Clear();
            }
        }
コード例 #19
0
        protected override void OnCreate()
        {
#if UNITY_ANDROID
            var uwrFile = new UnityWebRequest(SceneSystem.GetBootStrapPath());
            uwrFile.SendWebRequest();
            while (!uwrFile.isDone)
            {
            }

            if (uwrFile.isNetworkError || uwrFile.isHttpError)
            {
                Enabled = false;
            }
            else
            {
                Enabled = true;
            }
#else
            var bootstrapFilePath = GetBootStrapPath();
            Enabled = File.Exists(bootstrapFilePath);
#endif
            if (Enabled)
            {
                if (!UnityEngine.Networking.PlayerConnection.PlayerConnection.instance.isConnected)
                {
                    Debug.LogError("Failed to connect to the Editor.\nAn Editor connection is required for LiveLink to work.");
                }

                using (var rdr = File.OpenText(bootstrapFilePath))
                {
                    var buildConfigurationGUID = new Hash128(rdr.ReadLine());
                    LiveLinkSessionId = long.Parse(rdr.ReadLine() ?? throw new Exception("Expected line in bootstrap containing session id!"));
                    World.GetOrCreateSystem <SceneSystem>().BuildConfigurationGUID = buildConfigurationGUID;
                }
            }
        }
コード例 #20
0
        public void SetUpOnce()
        {
            if (m_TempAssets.TempAssetDir != null)
            {
                return;
            }

            m_TempAssets.SetUp();

            var tempScene = SubSceneTestsHelper.CreateTmpScene(ref m_TempAssets);

            SubSceneTestsHelper.CreateSubSceneInSceneFromObjects("SubScene", false, tempScene, () =>
            {
                var go          = new GameObject();
                var authoring   = go.AddComponent <AuthoringWithUnmanaged>();
                authoring.Value = 42;
                return(new List <GameObject> {
                    go
                });
            });

            m_ScenePath = tempScene.path;
            m_SceneGUID = new GUID(AssetDatabase.AssetPathToGUID(m_ScenePath));
        }
コード例 #21
0
        public static unsafe Hash128 CreateBuildSettingSceneFile(Hash128 sceneGUID, Hash128 buildSettingGUID)
        {
            var guids = new SceneWithBuildSettingsGUIDs {
                SceneGUID = sceneGUID, BuildSettings = buildSettingGUID
            };

            Hash128 guid;

            guid.Value.x = math.hash(&guids, sizeof(SceneWithBuildSettingsGUIDs));
            guid.Value.y = math.hash(&guids, sizeof(SceneWithBuildSettingsGUIDs), 0x96a755e2);
            guid.Value.z = math.hash(&guids, sizeof(SceneWithBuildSettingsGUIDs), 0x4e936206);
            guid.Value.w = math.hash(&guids, sizeof(SceneWithBuildSettingsGUIDs), 0xac602639);

            string dir = "Assets/SceneDependencyCache";

            if (!Directory.Exists(dir))
            {
                Directory.CreateDirectory(dir);
            }
            string fileName = $"{dir}/{guid}.sceneWithBuildSettings";

            if (!File.Exists(fileName))
            {
                using (var writer = new Entities.Serialization.StreamBinaryWriter(fileName))
                {
                    writer.WriteBytes(&guids, sizeof(SceneWithBuildSettingsGUIDs));
                }
                File.WriteAllText(fileName + ".meta",
                                  $"fileFormatVersion: 2\nguid: {guid}\nDefaultImporter:\n  externalObjects: {{}}\n  userData:\n  assetBundleName:\n  assetBundleVariant:\n");

                // Refresh is necessary because it appears the asset pipeline
                // can't depend on an asset on disk that has not yet been refreshed.
                AssetDatabase.Refresh();
            }
            return(guid);
        }
コード例 #22
0
        public static LiveLinkChangeSet UpdateLiveLink(Scene scene, Hash128 sceneGUID, ref LiveLinkDiffGenerator liveLinkData, int sceneDirtyID, LiveLinkMode mode, BuildConfiguration config, out NativeArray <GUID> assetDependencies)
        {
            //Debug.Log("ApplyLiveLink: " + scene.SceneName);

            int framesToRetainBlobAssets = RetainBlobAssetsSetting.GetFramesToRetainBlobAssets(config);

            var liveLinkEnabled = mode != LiveLinkMode.Disabled;

            if (liveLinkData != null && liveLinkData._LiveLinkEnabled != liveLinkEnabled)
            {
                liveLinkData.Dispose();
                liveLinkData = null;
            }

            var unloadAllPreviousEntities = liveLinkData == null;

            if (liveLinkData == null)
            {
                liveLinkData = new LiveLinkDiffGenerator(sceneGUID, liveLinkEnabled);
            }

            if (!liveLinkEnabled)
            {
                assetDependencies = default;
                return(new LiveLinkChangeSet
                {
                    UnloadAllPreviousEntities = unloadAllPreviousEntities,
                    SceneName = scene.name,
                    SceneGUID = sceneGUID,
                    FramesToRetainBlobAssets = framesToRetainBlobAssets
                });
            }

            var flags = GameObjectConversionUtility.ConversionFlags.AddEntityGUID | GameObjectConversionUtility.ConversionFlags.AssignName | GameObjectConversionUtility.ConversionFlags.GameViewLiveLink;

            if (mode == LiveLinkMode.LiveConvertSceneView)
            {
                flags |= GameObjectConversionUtility.ConversionFlags.SceneViewLiveLink;
            }

            liveLinkData.Convert(scene, sceneGUID, flags, config, out assetDependencies);

            var convertedEntityManager = liveLinkData._ConvertedWorld.EntityManager;

            // We don't know the scene tag of the destination world, so we create a null Scene Tag.
            // In the patching code this will be translated into the final scene entity.
            convertedEntityManager.AddSharedComponentData(liveLinkData._MissingSceneQuery, new SceneTag {
                SceneEntity = Entity.Null
            });

#if UNITY_2020_1_OR_NEWER
            convertedEntityManager.AddSharedComponentData(liveLinkData._MissingRenderDataQuery, new EditorRenderData {
                SceneCullingMask = UnityEditor.SceneManagement.SceneCullingMasks.GameViewObjects, PickableObject = null
            });
#else
            convertedEntityManager.AddSharedComponentData(liveLinkData._MissingRenderDataQuery, new EditorRenderData {
                SceneCullingMask = EditorRenderData.LiveLinkEditGameViewMask, PickableObject = null
            });
#endif

            var options = EntityManagerDifferOptions.IncludeForwardChangeSet |
                          EntityManagerDifferOptions.FastForwardShadowWorld |
                          EntityManagerDifferOptions.ValidateUniqueEntityGuid |
                          EntityManagerDifferOptions.ClearMissingReferences;

            var changes = new LiveLinkChangeSet
            {
                Changes = liveLinkData._LiveLinkDiffer.GetChanges(options, Allocator.TempJob).ForwardChangeSet,
                UnloadAllPreviousEntities = unloadAllPreviousEntities,
                SceneName = scene.name,
                SceneGUID = sceneGUID,
                FramesToRetainBlobAssets = framesToRetainBlobAssets
            };


            liveLinkData.LiveLinkDirtyID = sceneDirtyID;
            // convertedEntityManager.Debug.CheckInternalConsistency();

            return(changes);
        }
 public void NotifySceneContentsHasChanged(Hash128 scene)
 {
     m_ChangedScenes.Add(scene);
 }
コード例 #24
0
        public static SceneData[] WriteEntityScene(Scene scene, Hash128 sceneGUID, ConversionFlags conversionFlags)
        {
            var world         = new World("ConversionWorld");
            var entityManager = world.EntityManager;

            ConvertScene(scene, sceneGUID, world, conversionFlags);
            EntitySceneOptimization.Optimize(world);

            var sceneSections = new List <SceneData>();

            var subSectionList = new List <SceneSection>();

            entityManager.GetAllUniqueSharedComponentData(subSectionList);
            var extRefInfoEntities = new NativeArray <Entity>(subSectionList.Count, Allocator.Temp);

            NativeArray <Entity> entitiesInMainSection;

            var sectionQuery = entityManager.CreateEntityQuery(
                new EntityQueryDesc
            {
                All     = new[] { ComponentType.ReadWrite <SceneSection>() },
                Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled
            }
                );

            var sectionBoundsQuery = entityManager.CreateEntityQuery(
                new EntityQueryDesc
            {
                All     = new[] { ComponentType.ReadWrite <SceneBoundingVolume>(), ComponentType.ReadWrite <SceneSection>() },
                Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled
            }
                );

            {
                var section = new SceneSection {
                    SceneGUID = sceneGUID, Section = 0
                };
                sectionQuery.SetFilter(new SceneSection {
                    SceneGUID = sceneGUID, Section = 0
                });
                sectionBoundsQuery.SetFilter(new SceneSection {
                    SceneGUID = sceneGUID, Section = 0
                });
                entitiesInMainSection = sectionQuery.ToEntityArray(Allocator.TempJob);


                var bounds = GetBoundsAndDestroy(entityManager, sectionBoundsQuery);

                // Each section will be serialized in its own world, entities that don't have a section are part of the main scene.
                // An entity that holds the array of external references to the main scene is required for each section.
                // We need to create them all before we start moving entities to section scenes,
                // otherwise they would reuse entities that have been moved and mess up the remapping tables.
                for (int sectionIndex = 1; sectionIndex < subSectionList.Count; ++sectionIndex)
                {
                    if (subSectionList[sectionIndex].Section == 0)
                    {
                        // Main section, the only one that doesn't need an external ref array
                        continue;
                    }

                    var extRefInfoEntity = entityManager.CreateEntity();
                    entityManager.AddSharedComponentData(extRefInfoEntity, subSectionList[sectionIndex]);
                    extRefInfoEntities[sectionIndex] = extRefInfoEntity;
                }

                // Public references array, only on the main section.
                var refInfoEntity = entityManager.CreateEntity();
                entityManager.AddBuffer <PublicEntityRef>(refInfoEntity);
                entityManager.AddSharedComponentData(refInfoEntity, section);
                var publicRefs = entityManager.GetBuffer <PublicEntityRef>(refInfoEntity);

//                entityManager.Debug.CheckInternalConsistency();

                //@TODO do we need to keep this index? doesn't carry any additional info
                for (int i = 0; i < entitiesInMainSection.Length; ++i)
                {
                    PublicEntityRef.Add(ref publicRefs,
                                        new PublicEntityRef {
                        entityIndex = i, targetEntity = entitiesInMainSection[i]
                    });
                }

                Debug.Assert(publicRefs.Length == entitiesInMainSection.Length);

                // Save main section
                var sectionWorld   = new World("SectionWorld");
                var sectionManager = sectionWorld.EntityManager;

                var entityRemapping = entityManager.CreateEntityRemapArray(Allocator.TempJob);
                sectionManager.MoveEntitiesFrom(entityManager, sectionQuery, entityRemapping);

                // The section component is only there to break the conversion world into different sections
                // We don't want to store that on the disk
                //@TODO: Component should be removed but currently leads to corrupt data file. Figure out why.
                //sectionManager.RemoveComponent(sectionManager.UniversalQuery, typeof(SceneSection));

                var sectionFileSize = WriteEntityScene(sectionManager, sceneGUID, "0");
                sceneSections.Add(new SceneData
                {
                    FileSize             = sectionFileSize,
                    SceneGUID            = sceneGUID,
                    SharedComponentCount = sectionManager.GetSharedComponentCount() - 1,
                    SubSectionIndex      = 0,
                    BoundingVolume       = bounds
                });

                entityRemapping.Dispose();
                sectionWorld.Dispose();
            }

            {
                // Index 0 is the default value of the shared component, not an actual section
                for (int subSectionIndex = 0; subSectionIndex < subSectionList.Count; ++subSectionIndex)
                {
                    var subSection = subSectionList[subSectionIndex];
                    if (subSection.Section == 0)
                    {
                        continue;
                    }

                    sectionQuery.SetFilter(subSection);
                    sectionBoundsQuery.SetFilter(subSection);

                    var bounds = GetBoundsAndDestroy(entityManager, sectionBoundsQuery);

                    var entitiesInSection = sectionQuery.ToEntityArray(Allocator.TempJob);

                    if (entitiesInSection.Length > 0)
                    {
                        // Fetch back the external reference entity we created earlier to not disturb the mapping
                        var refInfoEntity = extRefInfoEntities[subSectionIndex];
                        entityManager.AddBuffer <ExternalEntityRef>(refInfoEntity);
                        var externRefs = entityManager.GetBuffer <ExternalEntityRef>(refInfoEntity);

                        // Store the mapping to everything in the main section
                        //@TODO maybe we don't need all that? is this worth worrying about?
                        for (int i = 0; i < entitiesInMainSection.Length; ++i)
                        {
                            ExternalEntityRef.Add(ref externRefs, new ExternalEntityRef {
                                entityIndex = i
                            });
                        }

                        var entityRemapping = entityManager.CreateEntityRemapArray(Allocator.TempJob);

                        // Entities will be remapped to a contiguous range in the section world, but they will
                        // also come with an unpredictable amount of meta entities. We have the guarantee that
                        // the entities in the main section won't be moved over, so there's a free range of that
                        // size at the end of the remapping table. So we use that range for external references.
                        var externEntityIndexStart = entityRemapping.Length - entitiesInMainSection.Length;

                        entityManager.AddComponentData(refInfoEntity,
                                                       new ExternalEntityRefInfo
                        {
                            SceneGUID        = sceneGUID,
                            EntityIndexStart = externEntityIndexStart
                        });

                        var sectionWorld   = new World("SectionWorld");
                        var sectionManager = sectionWorld.EntityManager;

                        // Insert mapping for external references, conversion world entity to virtual index in section
                        for (int i = 0; i < entitiesInMainSection.Length; ++i)
                        {
                            EntityRemapUtility.AddEntityRemapping(ref entityRemapping, entitiesInMainSection[i],
                                                                  new Entity {
                                Index = i + externEntityIndexStart, Version = 1
                            });
                        }

                        sectionManager.MoveEntitiesFrom(entityManager, sectionQuery, entityRemapping);

                        // Now that all the required entities have been moved over, we can get rid of the gap between
                        // real entities and external references. This allows remapping during load to deal with a
                        // smaller remap table, containing only useful entries.

                        int highestEntityIndexInUse = 0;
                        for (int i = 0; i < externEntityIndexStart; ++i)
                        {
                            var targetIndex = entityRemapping[i].Target.Index;
                            if (targetIndex < externEntityIndexStart && targetIndex > highestEntityIndexInUse)
                            {
                                highestEntityIndexInUse = targetIndex;
                            }
                        }

                        var oldExternEntityIndexStart = externEntityIndexStart;
                        externEntityIndexStart = highestEntityIndexInUse + 1;

                        sectionManager.SetComponentData
                        (
                            EntityRemapUtility.RemapEntity(ref entityRemapping, refInfoEntity),
                            new ExternalEntityRefInfo
                        {
                            SceneGUID        = sceneGUID,
                            EntityIndexStart = externEntityIndexStart
                        }
                        );

                        // When writing the scene, references to missing entities are set to Entity.Null by default
                        // (but only if they have been used, otherwise they remain untouched)
                        // We obviously don't want that to happen to our external references, so we add explicit mapping
                        // And at the same time, we put them back at the end of the effective range of real entities.
                        for (int i = 0; i < entitiesInMainSection.Length; ++i)
                        {
                            var src = new Entity {
                                Index = i + oldExternEntityIndexStart, Version = 1
                            };
                            var dst = new Entity {
                                Index = i + externEntityIndexStart, Version = 1
                            };
                            EntityRemapUtility.AddEntityRemapping(ref entityRemapping, src, dst);
                        }

                        // The section component is only there to break the conversion world into different sections
                        // We don't want to store that on the disk
                        //@TODO: Component should be removed but currently leads to corrupt data file. Figure out why.
                        //sectionManager.RemoveComponent(sectionManager.UniversalQuery, typeof(SceneSection));

                        var fileSize = WriteEntityScene(sectionManager, sceneGUID, subSection.Section.ToString(), entityRemapping);
                        sceneSections.Add(new SceneData
                        {
                            FileSize             = fileSize,
                            SceneGUID            = sceneGUID,
                            SharedComponentCount = sectionManager.GetSharedComponentCount() - 1,
                            SubSectionIndex      = subSection.Section,
                            BoundingVolume       = bounds
                        });

                        entityRemapping.Dispose();
                        sectionWorld.Dispose();
                    }

                    entitiesInSection.Dispose();
                }
            }

            {
                var noSectionQuery = entityManager.CreateEntityQuery(
                    new EntityQueryDesc
                {
                    None    = new[] { ComponentType.ReadWrite <SceneSection>() },
                    Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled
                }
                    );
                if (noSectionQuery.CalculateLength() != 0)
                {
                    Debug.LogWarning($"{noSectionQuery.CalculateLength()} entities in the scene '{scene.path}' had no SceneSection and as a result were not serialized at all.");
                }
            }

            sectionQuery.Dispose();
            sectionBoundsQuery.Dispose();
            entitiesInMainSection.Dispose();
            world.Dispose();

            // Save the new header
            var header = ScriptableObject.CreateInstance <SubSceneHeader>();

            header.Sections = sceneSections.ToArray();

            WriteHeader(sceneGUID, header);

            return(sceneSections.ToArray());
        }
コード例 #25
0
 string GetCachePath(Hash128 targetHash)
 {
     return($"{Application.persistentDataPath}/{targetHash}");
 }
コード例 #26
0
 static NativeArray <Entity> GetActiveWorldSections(World world, Hash128 sceneGUID)
 {
     if (world == null || !world.IsCreated)
     {
         return(default);
        void ResolveScene(Entity sceneEntity, ref SceneReference scene, RequestSceneLoaded requestSceneLoaded, Hash128 artifactHash)
        {
            // Resolve first (Even if the file doesn't exist we want to stop continously trying to load the section)
            EntityManager.AddBuffer <ResolvedSectionEntity>(sceneEntity);

#if UNITY_EDITOR && !USE_SUBSCENE_EDITORBUNDLES
            EntityManager.AddComponentData(sceneEntity, new ResolvedSceneHash {
                ArtifactHash = artifactHash
            });

            UnityEditor.Experimental.AssetDatabaseExperimental.GetArtifactPaths(artifactHash, out var paths);

            var sceneHeaderPath = EntityScenesPaths.GetLoadPathFromArtifactPaths(paths, EntityScenesPaths.PathType.EntitiesHeader);
#else
            var sceneHeaderPath = EntityScenesPaths.GetLoadPath(scene.SceneGUID, EntityScenesPaths.PathType.EntitiesHeader, -1);
#endif
            if (!File.Exists(sceneHeaderPath))
            {
                Debug.LogError($"Loading Entity Scene failed because the entity header file could not be found: {scene.SceneGUID}\n{sceneHeaderPath}");
                return;
            }

            if (!BlobAssetReference <SceneMetaData> .TryRead(sceneHeaderPath, SceneMetaDataSerializeUtility.CurrentFileFormatVersion, out var sceneMetaDataRef))
            {
                Debug.LogError("Loading Entity Scene failed because the entity header file was an old version: " + scene.SceneGUID);
                return;
            }

            LogResolving("ResolveScene (success)", scene.SceneGUID);

            ref var sceneMetaData = ref sceneMetaDataRef.Value;
コード例 #28
0
        public static bool HasEntitySceneCache(Hash128 sceneGUID)
        {
            string headerPath = EntityScenesPaths.GetPathAndCreateDirectory(sceneGUID, EntityScenesPaths.PathType.EntitiesHeader, "");

            return(File.Exists(headerPath));
        }
 void LogResolving(string type, Hash128 sceneGUID)
 {
     Debug.Log(type + ": " + sceneGUID);
 }
コード例 #30
0
 public ColliderInstanceId(Hash128 blobDataHash, int authoringComponentId)
 {
     BlobDataHash         = blobDataHash;
     AuthoringComponentId = authoringComponentId;
 }