public static bool BuildAssetBundle(string manifestPath, GUID assetGuid, string cacheFilePath, BuildTarget target, bool collectDependencies = false, HashSet <Entities.Hash128> dependencies = null, HashSet <System.Type> types = null, long fileIdent = -1)
        {
            using (new BuildInterfacesWrapper())
            {
                Directory.CreateDirectory(k_TempBuildPath);

                // Used for naming
                string asset;
                if (fileIdent != -1)
                {
                    GUID convGuid = assetGuid;
                    PackBuiltinExtraWithFileIdent(ref convGuid, fileIdent);
                    asset = convGuid.ToString();
                }
                else
                {
                    asset = assetGuid.ToString();
                }

                // Deterministic ID Generator
                var generator = new Unity5PackedIdentifiers();

                // Target platform settings & script information
                var settings = new BuildSettings
                {
                    buildFlags = ContentBuildFlags.None,
                    target     = target,
                    group      = BuildPipeline.GetBuildTargetGroup(target),
                    typeDB     = null
                };

                if (assetGuid == k_UnityBuiltinResources)
                {
                    FilterBuiltinResourcesObjectManifest(manifestPath);
                }

                if (assetGuid == k_UnityBuiltinExtraResources)
                {
                    FilterBuiltinExtraResourcesObjectManifest(manifestPath);
                }

#if UNITY_2020_1_OR_NEWER
                // Collect all the objects we need for this asset & bundle (returned array order is deterministic)
                var manifestObjects = ContentBuildInterface.GetPlayerObjectIdentifiersInSerializedFile(manifestPath, settings.target);
#else
                var method = typeof(ContentBuildInterface).GetMethod("GetPlayerObjectIdentifiersInSerializedFile", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
                // Collect all the objects we need for this asset & bundle (returned array order is deterministic)
                var manifestObjects = (ObjectIdentifier[])method.Invoke(null, new object[] { manifestPath, settings.target });
#endif

                // Collect all the objects we need to reference for this asset (returned array order is deterministic)
                var manifestDependencies = ContentBuildInterface.GetPlayerDependenciesForObjects(manifestObjects, settings.target, settings.typeDB);

                // Scene / Project lighting information
                var globalUsage = ContentBuildInterface.GetGlobalUsageFromGraphicsSettings();
                globalUsage = ForceKeepInstancingVariants(globalUsage);

                // Inter-asset feature usage (shader features, used mesh channels)
                var usageSet = new BuildUsageTagSet();
                ContentBuildInterface.CalculateBuildUsageTags(manifestDependencies, manifestDependencies, globalUsage, usageSet); // TODO: Cache & Append to the assets that are influenced by this usageTagSet, ideally it would be a nice api to extract just the data for a given asset or object from the result

                // Bundle all the needed write parameters
                var writeParams = new WriteParameters
                {
                    // Target platform settings & script information
                    settings = settings,

                    // Scene / Project lighting information
                    globalUsage = globalUsage,

                    // Inter-asset feature usage (shader features, used mesh channels)
                    usageSet = usageSet,

                    // Serialized File Layout
                    writeCommand = new WriteCommand
                    {
                        fileName         = generator.GenerateInternalFileName(asset),
                        internalName     = generator.GenerateAssetBundleInternalFileName(asset),
                        serializeObjects = new List <SerializationInfo>() // Populated Below
                    },

                    // External object references
                    referenceMap = new BuildReferenceMap(), // Populated Below

                    // Asset Bundle object layout
                    bundleInfo = new AssetBundleInfo
                    {
                        bundleName = asset,
                        // What is loadable from this bundle
                        bundleAssets = new List <AssetLoadInfo>
                        {
                            // The manifest object and it's dependencies
                            new AssetLoadInfo
                            {
                                address           = asset,
                                asset             = assetGuid,                // TODO: Remove this as it is unused in C++
                                includedObjects   = manifestObjects.ToList(), // TODO: In our effort to modernize the public API design we over complicated it trying to take List or return ReadOnlyLists. Should have just stuck with Arrays[] in all places
                                referencedObjects = manifestDependencies.ToList()
                            }
                        }
                    }
                };

                // For Builtin Resources, we just want to reference them directly instead of pull them in.
                //if (assetGuid == k_UnityBuiltinResources)
                //    assetGuid = manifestGuid;

                // The requirement is that a single asset bundle only contains the ObjectManifest and the objects that are directly part of the asset, objects for external assets will be in their own bundles. IE: 1 asset per bundle layout
                // So this means we need to take manifestObjects & manifestDependencies and filter storing them into writeCommand.serializeObjects and/or referenceMap based on if they are this asset or other assets
                foreach (var obj in manifestObjects)
                {
                    writeParams.writeCommand.serializeObjects.Add(new SerializationInfo {
                        serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj)
                    });
                    writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj);
                }

                foreach (var obj in manifestDependencies)
                {
                    // MonoScripts need to live beside the MonoBehavior (in this case ScriptableObject) and loaded first. We could move it to it's own bundle, but this is safer and it's a lightweight object
                    var type = ContentBuildInterface.GetTypeForObject(obj);
                    if (obj.guid == k_UnityBuiltinResources)
                    {
                        // For Builtin Resources, we can reference them directly
                        // TODO: Once we switch to using GlobalObjectId for SBP, we will need a mapping for certain special cases of GUID <> FilePath for Builtin Resources
                        writeParams.referenceMap.AddMapping(obj.filePath, obj.localIdentifierInFile, obj);
                    }
                    else if (type == typeof(MonoScript))
                    {
                        writeParams.writeCommand.serializeObjects.Add(new SerializationInfo {
                            serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj)
                        });
                        writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj);
                    }
                    else if (collectDependencies || obj.guid == assetGuid)
                    {
                        // If we are a specific built-in asset, only add the built-in asset
                        if (fileIdent != -1 && obj.localIdentifierInFile != fileIdent)
                        {
                            continue;
                        }

                        writeParams.writeCommand.serializeObjects.Add(new SerializationInfo {
                            serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj)
                        });
                        writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj);
                    }
                    else if (obj.guid == k_UnityBuiltinExtraResources)
                    {
                        GUID convGUID = obj.guid;
                        PackBuiltinExtraWithFileIdent(ref convGUID, obj.localIdentifierInFile);

                        writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(convGUID.ToString()), generator.SerializationIndexFromObjectIdentifier(obj), obj);

                        dependencies?.Add(convGUID);
                    }
                    else if (!obj.guid.Empty())
                    {
                        writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(obj.guid.ToString()), generator.SerializationIndexFromObjectIdentifier(obj), obj);
                    }

                    // This will be solvable after we move SBP into the asset pipeline as importers.
                    if (!obj.guid.Empty() && obj.guid != assetGuid && type != typeof(MonoScript) && obj.guid != k_UnityBuiltinExtraResources)
                    {
                        dependencies?.Add(obj.guid);
                    }

                    if (type != null)
                    {
                        types?.Add(type);
                    }
                }

                // Write the serialized file
                var result = ContentBuildInterface.WriteSerializedFile(k_TempBuildPath, writeParams);
                // Archive and compress the serialized & resource files for the previous operation
                var crc = ContentBuildInterface.ArchiveAndCompress(result.resourceFiles.ToArray(), cacheFilePath, UnityEngine.BuildCompression.Uncompressed);

                // Because the shader compiler progress bar hooks are absolute shit
                EditorUtility.ClearProgressBar();

                //Debug.Log($"Wrote '{writeParams.writeCommand.fileName}' to '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' resulting in {result.serializedObjects.Count} objects in the serialized file.");
                //Debug.Log($"Archived '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' to '{cacheFilePath}' resulting in {crc} CRC.");

                Directory.Delete(k_TempBuildPath, true);

                return(crc != 0);
            }
        }
예제 #2
0
        public static bool BuildSceneBundle(GUID sceneGuid, string cacheFilePath, BuildTarget target, bool collectDependencies = false, HashSet <Entities.Hash128> dependencies = null, HashSet <System.Type> types = null)
        {
            using (new BuildInterfacesWrapper())
                using (new SceneStateCleanup())
                {
                    Directory.CreateDirectory(k_TempBuildPath);

                    var scene     = sceneGuid.ToString();
                    var scenePath = AssetDatabase.GUIDToAssetPath(scene);

                    // Deterministic ID Generator
                    var generator = new Unity5PackedIdentifiers();

                    // Target platform settings & script information
                    var settings = new BuildSettings
                    {
                        buildFlags = ContentBuildFlags.None,
                        target     = target,
                        group      = BuildPipeline.GetBuildTargetGroup(target),
                        typeDB     = null
                    };

                    // Inter-asset feature usage (shader features, used mesh channels)
                    var usageSet          = new BuildUsageTagSet();
                    var dependencyResults = ContentBuildInterface.CalculatePlayerDependenciesForScene(scenePath, settings, usageSet);

                    // Bundle all the needed write parameters
                    var writeParams = new WriteSceneParameters
                    {
                        // Target platform settings & script information
                        settings = settings,

                        // Scene / Project lighting information
                        globalUsage = dependencyResults.globalUsage,

                        // Inter-asset feature usage (shader features, used mesh channels)
                        usageSet = usageSet,

                        // Scene being written out
                        scenePath = scenePath,

                        // Serialized File Layout
                        writeCommand = new WriteCommand
                        {
                            fileName         = generator.GenerateSceneInternalFileName(scenePath),
                            internalName     = generator.GenerateSceneBundleInternalFileName(scenePath),
                            serializeObjects = new List <SerializationInfo>() // Populated Below
                        },

                        // External object references
                        referenceMap = new BuildReferenceMap(), // Populated Below

                        // External object preload
                        preloadInfo = new PreloadInfo(), // Populated Below

                        sceneBundleInfo = new SceneBundleInfo
                        {
                            bundleName   = scene,
                            bundleScenes = new List <SceneLoadInfo>
                            {
                                new SceneLoadInfo
                                {
                                    asset        = sceneGuid,
                                    address      = scenePath,
                                    internalName = generator.GenerateInternalFileName(scenePath)
                                }
                            }
                        }
                    };

                    // The requirement is that a single asset bundle only contains the ObjectManifest and the objects that are directly part of the asset, objects for external assets will be in their own bundles. IE: 1 asset per bundle layout
                    // So this means we need to take manifestObjects & manifestDependencies and filter storing them into writeCommand.serializeObjects and/or referenceMap based on if they are this asset or other assets
                    foreach (var obj in dependencyResults.referencedObjects)
                    {
                        // MonoScripts need to live beside the MonoBehavior (in this case ScriptableObject) and loaded first. We could move it to it's own bundle, but this is safer and it's a lightweight object
                        var type = ContentBuildInterface.GetTypeForObject(obj);
                        if (obj.guid == GUIDHelper.UnityBuiltinResources)
                        {
                            // For Builtin Resources, we can reference them directly
                            // TODO: Once we switch to using GlobalObjectId for SBP, we will need a mapping for certain special cases of GUID <> FilePath for Builtin Resources
                            writeParams.referenceMap.AddMapping(obj.filePath, obj.localIdentifierInFile, obj);
                        }
                        else if (type == typeof(MonoScript))
                        {
                            writeParams.writeCommand.serializeObjects.Add(new SerializationInfo {
                                serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj)
                            });
                            writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj);
                        }
                        else if (collectDependencies || obj.guid == sceneGuid)
                        {
                            writeParams.writeCommand.serializeObjects.Add(new SerializationInfo {
                                serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj)
                            });
                            writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj);
                        }
                        else if (obj.guid == GUIDHelper.UnityBuiltinExtraResources)
                        {
                            var convGUID = obj.guid;
                            GUIDHelper.PackBuiltinExtraWithFileIdent(ref convGUID, obj.localIdentifierInFile);

                            writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(convGUID), generator.SerializationIndexFromObjectIdentifier(obj), obj);

                            dependencies?.Add(convGUID);
                        }
                        else if (!obj.guid.Empty())
                        {
                            writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(obj.guid), generator.SerializationIndexFromObjectIdentifier(obj), obj);
                        }

                        // This will be solvable after we move SBP into the asset pipeline as importers.
                        if (!obj.guid.Empty() && obj.guid != sceneGuid && type != typeof(MonoScript) && !GUIDHelper.IsBuiltin(obj.guid))
                        {
                            dependencies?.Add(obj.guid);
                        }

                        if (type != null)
                        {
                            types?.Add(type);
                        }
                    }

                    // Write the serialized file
                    var result = ContentBuildInterface.WriteSceneSerializedFile(k_TempBuildPath, writeParams);
                    // Archive and compress the serialized & resource files for the previous operation
                    var crc = ContentBuildInterface.ArchiveAndCompress(result.resourceFiles.ToArray(), cacheFilePath, UnityEngine.BuildCompression.Uncompressed);

                    // Because the shader compiler progress bar hooks are absolute shit
                    EditorUtility.ClearProgressBar();

                    //Debug.Log($"Wrote '{writeParams.writeCommand.fileName}' to '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' resulting in {result.serializedObjects.Count} objects in the serialized file.");
                    //Debug.Log($"Archived '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' to '{cacheFilePath}' resulting in {crc} CRC.");

                    return(crc != 0);
                }
        }
예제 #3
0
        public ReturnCode Run()
        {
            Dictionary <string, ulong> fileOffsets = new Dictionary <string, ulong>();
            List <KeyValuePair <string, List <ResourceFile> > > bundleResources;
            {
                Dictionary <string, List <ResourceFile> > bundleToResources = new Dictionary <string, List <ResourceFile> >();
                foreach (var pair in m_Results.WriteResults)
                {
                    string bundle = m_WriteData.FileToBundle[pair.Key];
                    List <ResourceFile> resourceFiles;
                    bundleToResources.GetOrAdd(bundle, out resourceFiles);
                    resourceFiles.AddRange(pair.Value.resourceFiles);

                    foreach (ResourceFile serializedFile in pair.Value.resourceFiles)
                    {
                        if (!serializedFile.serializedFile)
                        {
                            continue;
                        }

                        ObjectSerializedInfo firstObject = pair.Value.serializedObjects.First(x => x.header.fileName == serializedFile.fileAlias);
                        fileOffsets[serializedFile.fileName] = firstObject.header.offset;
                    }
                }
                bundleResources = bundleToResources.ToList();
            }

            Dictionary <string, HashSet <string> > bundleDependencies = new Dictionary <string, HashSet <string> >();

            foreach (var files in m_WriteData.AssetToFiles.Values)
            {
                if (files.IsNullOrEmpty())
                {
                    continue;
                }

                string           bundle = m_WriteData.FileToBundle[files.First()];
                HashSet <string> dependencies;
                bundleDependencies.GetOrAdd(bundle, out dependencies);
                dependencies.UnionWith(files.Select(x => m_WriteData.FileToBundle[x]));
                dependencies.Remove(bundle);
            }

            IList <CacheEntry> entries      = bundleResources.Select(x => GetCacheEntry(x.Key, x.Value, m_Parameters.GetCompressionForIdentifier(x.Key))).ToList();
            IList <CachedInfo> cachedInfo   = null;
            IList <CachedInfo> uncachedInfo = null;

            if (m_Parameters.UseCache && m_Cache != null)
            {
                m_Cache.LoadCachedData(entries, out cachedInfo);

                uncachedInfo = new List <CachedInfo>();
            }

            for (int i = 0; i < bundleResources.Count; i++)
            {
                string           bundleName    = bundleResources[i].Key;
                ResourceFile[]   resourceFiles = bundleResources[i].Value.ToArray();
                BuildCompression compression   = m_Parameters.GetCompressionForIdentifier(bundleName);

                string        writePath;
                BundleDetails details;
                if (cachedInfo != null && cachedInfo[i] != null)
                {
                    if (!m_Tracker.UpdateInfoUnchecked(string.Format("{0} (Cached)", bundleName)))
                    {
                        return(ReturnCode.Canceled);
                    }

                    details          = (BundleDetails)cachedInfo[i].Data[0];
                    details.FileName = m_Parameters.GetOutputFilePathForIdentifier(bundleName);

                    HashSet <string> dependencies;
                    if (bundleDependencies.TryGetValue(bundleName, out dependencies))
                    {
                        details.Dependencies = dependencies.ToArray();
                    }
                    else
                    {
                        details.Dependencies = new string[0];
                    }
                    writePath = string.Format("{0}/{1}", m_Cache.GetCachedArtifactsDirectory(entries[i]), bundleName);
                }
                else
                {
                    if (!m_Tracker.UpdateInfoUnchecked(bundleName))
                    {
                        return(ReturnCode.Canceled);
                    }

                    details   = new BundleDetails();
                    writePath = string.Format("{0}/{1}", m_Parameters.TempOutputFolder, bundleName);
                    if (m_Parameters.UseCache && m_Cache != null)
                    {
                        writePath = string.Format("{0}/{1}", m_Cache.GetCachedArtifactsDirectory(entries[i]), bundleName);
                    }
                    Directory.CreateDirectory(Path.GetDirectoryName(writePath));

                    details.FileName = m_Parameters.GetOutputFilePathForIdentifier(bundleName);
                    details.Crc      = ContentBuildInterface.ArchiveAndCompress(resourceFiles, writePath, compression);
                    details.Hash     = CalculateHashVersion(fileOffsets, resourceFiles);

                    HashSet <string> dependencies;
                    if (bundleDependencies.TryGetValue(bundleName, out dependencies))
                    {
                        details.Dependencies = dependencies.ToArray();
                    }
                    else
                    {
                        details.Dependencies = new string[0];
                    }

                    if (uncachedInfo != null)
                    {
                        uncachedInfo.Add(GetCachedInfo(m_Cache, entries[i], resourceFiles, details));
                    }
                }

                SetOutputInformation(writePath, details.FileName, bundleName, details);
            }

            if (m_Parameters.UseCache && m_Cache != null)
            {
                m_Cache.SaveCachedData(uncachedInfo);
            }

            return(ReturnCode.Success);
        }