public static void Check(string path) { var guid = AssetDatabaseCompatibility.PathToGUID(path); Assert.IsFalse(guid.Empty()); var configGUID = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(guid, default, true, out var requireRefresh);
// This function is responsible for providing all the subscenes to the build. // // The way these files get generated is that we have a SceneWithBuildConfiguration file, (which is a bit of a hack to work around the inability for scriptable importers to take arguments, so // instead we create a different file that points to the scene we want to import, and points to the buildconfiguration we want to import it for). The SubsceneImporter will import this file, // and it will make 3 (relevant) kind of files: // - headerfile // - entitybinaryformat file (the actual entities payloads) // - a SerializedFile that has an array of UnityEngine.Object PPtrs that are used by this entity file. // // The first two we deal with very simply: they just need to be copied into the build, and we're done. // the third one, we will feed as input to the Scriptable build pipeline (which is actually about creating assetbundles), and create an assetbundle that // has all those objects in it that the 3rd file referred to. We do this with a batch api, first we loop through all subscenes, and register with this batch // api which assetbundles we'd like to see produced, and then at the end, we say "okay make them please". this assetbundle creation api has a caching system // that is separate from the assetpipeline caching system, so if all goes well, the call to produce these assetbundles will return very fast and did nothing. // // The reason for the strange looking api, where a two callbacks get passed in is to make integration of the new incremental buildpipeline easier, as this code // needs to be compatible both with the current buildpipeline in the dots-repo, as well as with the incremental buildpipeline. When that is merged, we can simplify this. public static void PrepareAdditionalFiles(string buildConfigurationGuid, Func <Type, IBuildComponent> getRequiredComponent, Action <string, string> RegisterFileCopy, string outputStreamingAssetsDirectory, string buildWorkingDirectory) { T GetRequiredComponent <T>() => (T)getRequiredComponent(typeof(T)); var profile = GetRequiredComponent <ClassicBuildProfile>(); if (profile.Target == BuildTarget.NoTarget) { throw new InvalidOperationException($"Invalid build target '{profile.Target.ToString()}'."); } if (profile.Target != EditorUserBuildSettings.activeBuildTarget) { throw new InvalidOperationException($"ActiveBuildTarget must be switched before the {nameof(SubSceneBuildCode)} runs."); } var content = new BundleBuildContent(new AssetBundleBuild[0]); var sceneList = GetRequiredComponent <SceneList>(); var bundleNames = new List <string>(); var subSceneGuids = sceneList.GetScenePathsForBuild().SelectMany(scenePath => SceneMetaDataImporter.GetSubSceneGuids(AssetDatabase.AssetPathToGUID(scenePath))).Distinct().ToList(); foreach (var subSceneGuid in subSceneGuids) { var hash128Guid = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(subSceneGuid, new Hash128(buildConfigurationGuid)); var hash = AssetDatabaseCompatibility.GetArtifactHash(hash128Guid.ToString(), typeof(SubSceneImporter), ImportMode.Synchronous); AssetDatabaseCompatibility.GetArtifactPaths(hash, out var artifactPaths); foreach (var artifactPath in artifactPaths) { var ext = Path.GetExtension(artifactPath).Replace(".", ""); if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesHeader)) { var destinationFile = outputStreamingAssetsDirectory + "/" + EntityScenesPaths.RelativePathInStreamingAssetsFolderFor(subSceneGuid, EntityScenesPaths.PathType.EntitiesHeader, -1); RegisterFileCopy(artifactPath, destinationFile); } if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesBinary)) { var destinationFile = outputStreamingAssetsDirectory + "/" + EntityScenesPaths.RelativePathInStreamingAssetsFolderFor(subSceneGuid, EntityScenesPaths.PathType.EntitiesBinary, EntityScenesPaths.GetSectionIndexFromPath(artifactPath)); RegisterFileCopy(artifactPath, destinationFile); } if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesUnityObjectReferences)) { content.CustomAssets.Add(new CustomContent { Asset = hash128Guid, Processor = (guid, processor) => { var sectionIndex = EntityScenesPaths.GetSectionIndexFromPath(artifactPath); processor.GetObjectIdentifiersAndTypesForSerializedFile(artifactPath, out ObjectIdentifier[] objectIds, out Type[] types);
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, true, out var requestRefresh); if (requestRefresh) { AssetDatabase.Refresh(); } m_SceneWithBuildSettingsPath = SceneWithBuildConfigurationGUIDs.GetSceneWithBuildSettingsPath(guid); EntityScenesPaths.GetSubSceneArtifactHash(m_SceneGUID, m_BuildConfigurationGUID, true, ImportMode.Synchronous); } catch { AssetDatabase.DeleteAsset(m_TempPath); AssetDatabase.DeleteAsset(m_SceneWithBuildSettingsPath); throw; } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); #else //TODO: Playmode test not supported yet m_SceneGUID = new Unity.Entities.Hash128(); #endif }
static void AddEntityBinaryFiles(Hash128 buildConfigurationGuid, string[] scenePathsForBuild, EntitySectionBundlesInBuild sectionBundlesInBuild) { var subSceneGuids = scenePathsForBuild.SelectMany(scenePath => EditorEntityScenes.GetSubScenes(AssetDatabaseCompatibility.PathToGUID(scenePath))).Distinct().ToList(); var requiresRefresh = false; var sceneBuildConfigGuids = new NativeArray <GUID>(subSceneGuids.Count, Allocator.TempJob); for (int i = 0; i != sceneBuildConfigGuids.Length; i++) { sceneBuildConfigGuids[i] = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(subSceneGuids[i], buildConfigurationGuid, false, out var thisRequiresRefresh); requiresRefresh |= thisRequiresRefresh; sectionBundlesInBuild.Add(subSceneGuids[i], sceneBuildConfigGuids[i], typeof(SubSceneImporter)); } if (requiresRefresh) { AssetDatabase.Refresh(); } AssetDatabaseCompatibility.ProduceArtifactsAsync(sceneBuildConfigGuids, typeof(SubSceneImporter)); sceneBuildConfigGuids.Dispose(); }
// This function is responsible for providing all the subscenes to the build. // // The way these files get generated is that we have a SceneWithBuildConfiguration file, (which is a bit of a hack to work around the inability for scriptable importers to take arguments, so // instead we create a different file that points to the scene we want to import, and points to the buildconfiguration we want to import it for). The SubsceneImporter will import this file, // and it will make 3 (relevant) kind of files: // - headerfile // - entitybinaryformat file (the actual entities payloads) // - a SerializedFile that has an array of UnityEngine.Object PPtrs that are used by this entity file. // // The first two we deal with very simply: they just need to be copied into the build, and we're done. // the third one, we will feed as input to the Scriptable build pipeline (which is actually about creating assetbundles), and create an assetbundle that // has all those objects in it that the 3rd file referred to. We do this with a batch api, first we loop through all subscenes, and register with this batch // api which assetbundles we'd like to see produced, and then at the end, we say "okay make them please". this assetbundle creation api has a caching system // that is separate from the assetpipeline caching system, so if all goes well, the call to produce these assetbundles will return very fast and did nothing. // // The reason for the strange looking api, where a two callbacks get passed in is to make integration of the new incremental buildpipeline easier, as this code // needs to be compatible both with the current buildpipeline in the dots-repo, as well as with the incremental buildpipeline. When that is merged, we can simplify this. public static void PrepareAdditionalFiles(string buildConfigurationGuid, string[] scenePathsForBuild, BuildTarget target, Action <string, string> RegisterFileCopy, string outputStreamingAssetsDirectory, string buildWorkingDirectory) { if (target == BuildTarget.NoTarget) { throw new InvalidOperationException($"Invalid build target '{target.ToString()}'."); } if (target != EditorUserBuildSettings.activeBuildTarget) { throw new InvalidOperationException($"ActiveBuildTarget must be switched before the {nameof(SubSceneBuildCode)} runs."); } var content = new BundleBuildContent(new AssetBundleBuild[0]); var bundleNames = new HashSet <string>(); var subSceneGuids = scenePathsForBuild.SelectMany(scenePath => SceneMetaDataImporter.GetSubSceneGuids(AssetDatabase.AssetPathToGUID(scenePath))).Distinct().ToList(); var subScenePaths = new Dictionary <Hash128, string>(); var dependencyInputData = new Dictionary <SceneSection, SectionDependencyInfo>(); var refExt = EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesUnityObjectReferences); var headerExt = EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesHeader); var binaryExt = EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesBinary); var group = BuildPipeline.GetBuildTargetGroup(target); var parameters = new BundleBuildParameters(target, @group, buildWorkingDirectory) { BundleCompression = BuildCompression.LZ4Runtime }; var requiresRefresh = false; var sceneBuildConfigGuids = new NativeArray <GUID>(subSceneGuids.Count, Allocator.TempJob); for (int i = 0; i != sceneBuildConfigGuids.Length; i++) { sceneBuildConfigGuids[i] = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(subSceneGuids[i], new Hash128(buildConfigurationGuid), out var thisRequiresRefresh); requiresRefresh |= thisRequiresRefresh; } if (requiresRefresh) { AssetDatabase.Refresh(); } var artifactHashes = new NativeArray <UnityEngine.Hash128>(subSceneGuids.Count, Allocator.TempJob); AssetDatabaseCompatibility.ProduceArtifactsRefreshIfNecessary(sceneBuildConfigGuids, typeof(SubSceneImporter), artifactHashes); for (int i = 0; i != sceneBuildConfigGuids.Length; i++) { var sceneGuid = subSceneGuids[i]; var sceneBuildConfigGuid = sceneBuildConfigGuids[i]; var artifactHash = artifactHashes[i]; bool foundEntityHeader = false; AssetDatabaseCompatibility.GetArtifactPaths(artifactHash, out var artifactPaths); foreach (var artifactPath in artifactPaths) { //@TODO: This looks like a workaround. Whats going on here? var ext = Path.GetExtension(artifactPath).Replace(".", ""); if (ext == headerExt) { foundEntityHeader = true; if (!string.IsNullOrEmpty(artifactPaths.FirstOrDefault(a => a.EndsWith(refExt)))) { subScenePaths[sceneGuid] = artifactPath; } else { //if there are no reference bundles, then deduplication can be skipped var destinationFile = EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesHeader, -1); DoCopy(RegisterFileCopy, outputStreamingAssetsDirectory, artifactPath, destinationFile); } } else if (ext == binaryExt) { var destinationFile = EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesBinary, EntityScenesPaths.GetSectionIndexFromPath(artifactPath)); DoCopy(RegisterFileCopy, outputStreamingAssetsDirectory, artifactPath, destinationFile); } if (ext == refExt) { content.CustomAssets.Add(new CustomContent { Asset = sceneBuildConfigGuid, Processor = (guid, processor) => { var sectionIndex = EntityScenesPaths.GetSectionIndexFromPath(artifactPath); processor.GetObjectIdentifiersAndTypesForSerializedFile(artifactPath, out ObjectIdentifier[] objectIds, out Type[] types);
public override BuildResult Run(BuildContext context) { var manifest = context.BuildManifest; var rootAssembly = context.GetComponentOrDefault <DotsRuntimeRootAssembly>(); var buildScenes = context.GetComponentOrDefault <SceneList>(); var targetName = rootAssembly.MakeBeeTargetName(context.BuildConfigurationName); var scenePaths = buildScenes.GetScenePathsForBuild(); var buildConfigurationGuid = context.BuildConfigurationAssetGUID; var dataDirectory = WorldExport.GetOrCreateDataDirectoryFrom(rootAssembly.StagingDirectory.Combine(targetName)); var logsDirectory = WorldExport.GetOrCreateLogDirectoryFrom(targetName); var sceneGuids = scenePaths.SelectMany(scenePath => { var guids = EditorEntityScenes.GetSubScenes(AssetDatabaseCompatibility.PathToGUID(scenePath)).ToList(); guids.Add(AssetDatabaseCompatibility.PathToGUID(scenePath)); return(guids); }).Distinct().ToList(); //Save all unsaved scenes of the project first foreach (var guid in sceneGuids) { string scenePath = AssetDatabase.GUIDToAssetPath(guid.ToString()); var scene = SceneManager.GetSceneByPath(scenePath); EditorSceneManager.SaveScene(scene); } var requiresRefresh = false; var sceneBuildConfigGuids = new NativeArray <GUID>(sceneGuids.Count, Allocator.TempJob); for (int i = 0; i != sceneBuildConfigGuids.Length; i++) { sceneBuildConfigGuids[i] = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(sceneGuids[i], new Hash128(buildConfigurationGuid), false, out var thisRequiresRefresh); requiresRefresh |= thisRequiresRefresh; } if (requiresRefresh) { AssetDatabase.Refresh(); } var artifactHashes = new NativeArray <UnityEngine.Hash128>(sceneGuids.Count, Allocator.TempJob); AssetDatabaseCompatibility.ProduceArtifactsRefreshIfNecessary(sceneBuildConfigGuids, typeof(SubSceneImporter), artifactHashes); bool succeeded = true; for (int i = 0; i != sceneBuildConfigGuids.Length; i++) { var sceneGuid = sceneGuids[i]; var artifactHash = artifactHashes[i]; AssetDatabaseCompatibility.GetArtifactPaths(artifactHash, out var artifactPaths); List <FileInfo> exportedFiles = new List <FileInfo>(); bool foundEntityHeader = false; foreach (var artifactPath in artifactPaths) { var ext = Path.GetExtension(artifactPath).ToLower().Replace(".", ""); if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesHeader)) { foundEntityHeader = true; var destinationFile = dataDirectory.FullName + Path.DirectorySeparatorChar + EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesHeader, -1); new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); exportedFiles.Add(new FileInfo(destinationFile)); } else if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesBinary)) { var destinationFile = dataDirectory.FullName + Path.DirectorySeparatorChar + EntityScenesPaths.RelativePathFolderFor(sceneGuid, EntityScenesPaths.PathType.EntitiesBinary, EntityScenesPaths.GetSectionIndexFromPath(artifactPath)); new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); exportedFiles.Add(new FileInfo(destinationFile)); } else if (ext == EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesConversionLog)) { var destinationFile = logsDirectory.FullName + Path.DirectorySeparatorChar + $"{sceneGuid}.{EntityScenesPaths.GetExtension(EntityScenesPaths.PathType.EntitiesConversionLog)}"; new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); var result = PrintConversionLogToUnityConsole(artifactPath); if (result.HasError || result.HasException) { UnityEngine.Debug.LogError("Failed to export scene: " + Path.GetFileName(AssetDatabase.GUIDToAssetPath(sceneGuid.ToString()))); succeeded = false; } } else if (new Hash128(ext).IsValid) //Asset files are exported as {artifactHash}.{assetguid} { var destinationFile = dataDirectory.FullName + Path.DirectorySeparatorChar + ext; new NPath(artifactPath).MakeAbsolute().Copy(new NPath(destinationFile).MakeAbsolute().EnsureParentDirectoryExists()); exportedFiles.Add(new FileInfo(destinationFile)); } } if (!foundEntityHeader) { Debug.LogError($"Failed to build EntityScene for '{AssetDatabaseCompatibility.GuidToPath(sceneGuid)}'."); succeeded = false; } //UpdateManifest manifest.Add(new Guid(sceneGuid.ToString()), AssetDatabase.GUIDToAssetPath(sceneGuid.ToString()), exportedFiles); } var catalogPath = Path.Combine(dataDirectory.ToString(), SceneSystem.k_SceneInfoFileName); WriteCatalogFile(catalogPath, buildScenes); manifest.AddAdditionalFilesToDeploy(new FileInfo(catalogPath.ToString())); sceneBuildConfigGuids.Dispose(); artifactHashes.Dispose(); if (succeeded) { return(context.Success()); } return(context.Failure($"Failed to export scenes")); }