static unsafe int GenerateRemapInfo(EntityManager entityManager, EntityArchetype[] archetypeArray, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapInfos) { int nextEntityId = 1; //0 is reserved for Entity.Null; int totalChunkCount = 0; for (int archetypeIndex = 0; archetypeIndex < archetypeArray.Length; ++archetypeIndex) { var archetype = archetypeArray[archetypeIndex].Archetype; for (int i = 0; i < archetype->Chunks.Count; ++i) { var chunk = archetype->Chunks.p[i]; for (int iEntity = 0; iEntity < chunk->Count; ++iEntity) { var entity = *(Entity *)ChunkDataUtility.GetComponentDataRO(chunk, iEntity, 0); EntityRemapUtility.AddEntityRemapping(ref entityRemapInfos, entity, new Entity { Version = 0, Index = nextEntityId }); ++nextEntityId; } totalChunkCount += 1; } } return(totalChunkCount); }
static unsafe int GenerateRemapInfo(EntityManager entityManager, EntityArchetype[] archetypeArray, out NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapInfos) { int nextEntityId = 1; //0 is reserved for Entity.Null; entityRemapInfos = new NativeArray <EntityRemapUtility.EntityRemapInfo>(entityManager.EntityCapacity, Allocator.Temp); int totalChunkCount = 0; for (int archetypeIndex = 0; archetypeIndex < archetypeArray.Length; ++archetypeIndex) { var archetype = archetypeArray[archetypeIndex].Archetype; for (var c = (Chunk *)archetype->ChunkList.Begin; c != archetype->ChunkList.End; c = (Chunk *)c->ChunkListNode.Next) { for (int iEntity = 0; iEntity < c->Count; ++iEntity) { var entity = *(Entity *)ChunkDataUtility.GetComponentDataRO(c, iEntity, 0); EntityRemapUtility.AddEntityRemapping(ref entityRemapInfos, entity, new Entity { Version = 0, Index = nextEntityId }); ++nextEntityId; } totalChunkCount += 1; } } return(totalChunkCount); }
public void RemapEntityMapsSourceToTarget() { var a = new Entity { Index = 1, Version = 2 }; var b = new Entity { Index = 3, Version = 5 }; EntityRemapUtility.AddEntityRemapping(ref m_Remapping, a, b); Assert.AreEqual(b, EntityRemapUtility.RemapEntity(ref m_Remapping, a)); }
public void RemapEntityMapsNonExistentSourceToNull() { var a = new Entity { Index = 1, Version = 2 }; var b = new Entity { Index = 3, Version = 5 }; var oldA = new Entity { Index = 1, Version = 1 }; EntityRemapUtility.AddEntityRemapping(ref m_Remapping, a, b); Assert.AreEqual(Entity.Null, EntityRemapUtility.RemapEntity(ref m_Remapping, oldA)); }
private static unsafe int GenerateRemapInfo(EntityManager entityManager, EntityArchetype[] archetypeArray, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapInfos) { int num = 1; int num2 = 0; int index = 0; while (index < archetypeArray.Length) { Archetype *archetype = archetypeArray[index].Archetype; Chunk * begin = (Chunk *)archetype->ChunkList.Begin; while (true) { if (begin == archetype->ChunkList.End) { index++; break; } int num4 = 0; while (true) { if (num4 >= begin->Count) { num2++; begin = (Chunk *)begin->ChunkListNode.Next; break; } Entity source = *((Entity *)ChunkDataUtility.GetComponentDataRO(begin, num4, 0)); Entity target = new Entity { Version = 0, Index = num }; EntityRemapUtility.AddEntityRemapping(ref entityRemapInfos, source, target); num++; num4++; } } } return(num2); }
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()); }
public static SceneSectionData[] WriteEntityScene(Scene scene, GameObjectConversionSettings settings, List <ReferencedUnityObjects> sectionRefObjs = null) { int framesToRetainBlobAssets = RetainBlobAssetsSetting.GetFramesToRetainBlobAssets(settings.BuildConfiguration); var world = new World("ConversionWorld"); var entityManager = world.EntityManager; settings.DestinationWorld = world; bool disposeBlobAssetCache = false; if (settings.BlobAssetStore == null) { settings.BlobAssetStore = new BlobAssetStore(); disposeBlobAssetCache = true; } List <(int, LogEventData)> journalData = null; settings.ConversionWorldPreDispose += conversionWorld => { var mappingSystem = conversionWorld.GetExistingSystem <GameObjectConversionMappingSystem>(); journalData = mappingSystem.JournalData.SelectLogEventsOrdered().ToList(); }; ConvertScene(scene, settings); EntitySceneOptimization.Optimize(world); if (settings.AssetImportContext != null) { using (var allTypes = new NativeHashMap <ComponentType, int>(100, Allocator.Temp)) using (var archetypes = new NativeList <EntityArchetype>(Allocator.Temp)) { entityManager.GetAllArchetypes(archetypes); foreach (var archetype in archetypes) { using (var componentTypes = archetype.GetComponentTypes()) foreach (var componentType in componentTypes) { if (allTypes.TryAdd(componentType, 0)) { TypeDependencyCache.AddDependency(settings.AssetImportContext, componentType); } } } } TypeDependencyCache.AddAllSystemsDependency(settings.AssetImportContext); } var sceneSections = new List <SceneSectionData>(); 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 sceneGUID = settings.SceneGUID; { var section = new SceneSection { SceneGUID = sceneGUID, Section = 0 }; sectionQuery.SetSharedComponentFilter(new SceneSection { SceneGUID = sceneGUID, Section = 0 }); sectionBoundsQuery.SetSharedComponentFilter(new SceneSection { SceneGUID = sceneGUID, Section = 0 }); entitiesInMainSection = sectionQuery.ToEntityArray(Allocator.TempJob); var bounds = GetBoundsAndRemove(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] }); } UnityEngine.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); AddRetainBlobAssetsEntity(sectionManager, framesToRetainBlobAssets); // 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", settings, out var objectRefCount, out var objRefs); sectionRefObjs?.Add(objRefs); sceneSections.Add(new SceneSectionData { FileSize = sectionFileSize, SceneGUID = sceneGUID, ObjectReferenceCount = objectRefCount, 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.SetSharedComponentFilter(subSection); sectionBoundsQuery.SetSharedComponentFilter(subSection); var bounds = GetBoundsAndRemove(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); AddRetainBlobAssetsEntity(sectionManager, framesToRetainBlobAssets); // 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(), settings, out var objectRefCount, out var objRefs, entityRemapping); sectionRefObjs?.Add(objRefs); sceneSections.Add(new SceneSectionData { FileSize = fileSize, SceneGUID = sceneGUID, ObjectReferenceCount = objectRefCount, 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.CalculateEntityCount() != 0) { Debug.LogWarning($"{noSectionQuery.CalculateEntityCount()} 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 sceneSectionsArray = sceneSections.ToArray(); WriteHeader(sceneGUID, sceneSectionsArray, scene.name, settings.AssetImportContext); // If we are writing assets to assets folder directly, then we need to make sure the asset database see them so they can be loaded. if (settings.AssetImportContext == null) { AssetDatabase.Refresh(); } if (disposeBlobAssetCache) { settings.BlobAssetStore.Dispose(); } // Save the log of issues that happened during conversion WriteConversionLog(sceneGUID, journalData, scene.name, settings.AssetImportContext); return(sceneSectionsArray); }
public static SceneData[] WriteEntityScene(Scene scene, Hash128 sceneGUID, ConversionFlags conversionFlags) { var world = new World("ConversionWorld"); var entityManager = world.GetOrCreateManager <EntityManager>(); var boundsEntity = entityManager.CreateEntity(typeof(SceneBoundingVolume)); entityManager.SetComponentData(boundsEntity, new SceneBoundingVolume { Value = MinMaxAABB.Empty }); ConvertScene(scene, sceneGUID, world, conversionFlags); EntitySceneOptimization.Optimize(world); var bounds = entityManager.GetComponentData <SceneBoundingVolume>(boundsEntity).Value; entityManager.DestroyEntity(boundsEntity); 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 sectionGrp = entityManager.CreateComponentGroup( new EntityArchetypeQuery { All = new[] { ComponentType.ReadWrite <SceneSection>() }, Options = EntityArchetypeQueryOptions.IncludePrefab | EntityArchetypeQueryOptions.IncludeDisabled } ); { var section = new SceneSection { SceneGUID = sceneGUID, Section = 0 }; sectionGrp.SetFilter(new SceneSection { SceneGUID = sceneGUID, Section = 0 }); entitiesInMainSection = sectionGrp.ToEntityArray(Allocator.TempJob); // 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) { 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.GetOrCreateManager <EntityManager>(); var entityRemapping = entityManager.CreateEntityRemapArray(Allocator.TempJob); sectionManager.MoveEntitiesFrom(entityManager, sectionGrp, 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.UniversalGroup, 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; } sectionGrp.SetFilter(subSection); var entitiesInSection = sectionGrp.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 }); } // Entities will be remapped to a contiguous range in the section world, // so any range after that is fine for the external references //@TODO why are we not mapping anything to entity 0? we use the range [1;count], hence +1 var externEntityIndexStart = entitiesInSection.Length + 1; entityManager.AddComponentData(refInfoEntity, new ExternalEntityRefInfo { SceneGUID = sceneGUID, EntityIndexStart = externEntityIndexStart }); var sectionWorld = new World("SectionWorld"); var sectionManager = sectionWorld.GetOrCreateManager <EntityManager>(); var entityRemapping = entityManager.CreateEntityRemapArray(Allocator.TempJob); // 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, sectionGrp, entityRemapping); // When writing the scene, references to missing entities are set to Entity.Null by default // We obviously don't want that to happen to our external references, so we add explicit mapping for (int i = 0; i < entitiesInMainSection.Length; ++i) { var entity = new Entity { Index = i + externEntityIndexStart, Version = 1 }; EntityRemapUtility.AddEntityRemapping(ref entityRemapping, entity, entity); } // 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.UniversalGroup, 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 noSectionGrp = entityManager.CreateComponentGroup( new EntityArchetypeQuery { None = new[] { ComponentType.ReadWrite <SceneSection>() }, Options = EntityArchetypeQueryOptions.IncludePrefab | EntityArchetypeQueryOptions.IncludeDisabled } ); if (noSectionGrp.CalculateLength() != 0) { Debug.LogWarning($"{noSectionGrp.CalculateLength()} entities in the scene '{scene.path}' had no SceneSection and as a result were not serialized at all."); } } sectionGrp.Dispose(); entitiesInMainSection.Dispose(); world.Dispose(); // Save the new header var header = ScriptableObject.CreateInstance <SubSceneHeader>(); header.Sections = sceneSections.ToArray(); WriteHeader(sceneGUID, header); return(sceneSections.ToArray()); }