public static SceneSectionData[] WriteEntityScene(EntityManager entityManager, Hash128 sceneGUID, string sceneName, AssetImportContext importContext, int framesToRetainBlobAssets = 0, List <ReferencedUnityObjects> sectionRefObjs = null) { if (importContext != 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(importContext, componentType); } } } } TypeDependencyCache.AddAllSystemsDependency(importContext); } var sceneSections = new List <SceneSectionData>(); var subSectionList = new List <SceneSection>(); entityManager.GetAllUniqueSharedComponentData(subSectionList); //Order sections by section id subSectionList.Sort(Comparer <SceneSection> .Create((a, b) => a.Section.CompareTo(b.Section))); 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.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 = WriteEntitySceneSection(sectionManager, "0", importContext, 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 = WriteEntitySceneSection(sectionManager, subSection.Section.ToString(), importContext, 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 } ); var sectionEntityQuery = entityManager.CreateEntityQuery( new EntityQueryDesc { None = new[] { ComponentType.ReadWrite <SectionMetadataSetup>() }, Options = EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabled } ); var notSerializedCount = noSectionQuery.CalculateEntityCount() - sectionEntityQuery.CalculateEntityCount(); if (notSerializedCount != 0) { Debug.LogWarning($"{notSerializedCount} entities in the scene '{sceneName}' had no SceneSection and as a result were not serialized at all."); } } // Save the new header var sceneSectionsArray = sceneSections.ToArray(); WriteSceneHeader(sceneGUID, sceneSectionsArray, sceneName, importContext, entityManager); sectionQuery.Dispose(); sectionBoundsQuery.Dispose(); entitiesInMainSection.Dispose(); return(sceneSectionsArray); }
internal static SceneSectionData[] WriteEntitySceneInternal(EntityManager entityManager, Hash128 sceneGUID, string sceneName, AssetImportContext importContext, int framesToRetainBlobAssets, List <ReferencedUnityObjects> sectionRefObjs, WriteEntitySceneSettings writeEntitySceneSettings, ref ConversionJournalData journalData) { using (var allTypes = new NativeHashMap <ComponentType, int>(100, Allocator.Temp)) using (var archetypes = new NativeList <EntityArchetype>(Allocator.Temp)) { entityManager.GetAllArchetypes(archetypes); for (int i = 0; i < archetypes.Length; i++) { var archetype = archetypes[i]; unsafe { if (archetype.Archetype->EntityCount == 0) { continue; } } using (var componentTypes = archetype.GetComponentTypes()) foreach (var componentType in componentTypes) { if (allTypes.TryAdd(componentType, 0)) { if (importContext != null) { TypeDependencyCache.AddDependency(importContext, componentType); } } } } //Add exported types and assets to the journal data using (var types = allTypes.GetKeyArray(Allocator.Temp)) { CheckExportedTypes(writeEntitySceneSettings, true, types.Select(t => TypeManager.GetTypeInfo(t.TypeIndex)), ref journalData); } } if (importContext != null) { TypeDependencyCache.AddAllSystemsDependency(importContext); } var sceneSections = new List <SceneSectionData>(); var subSectionList = new List <SceneSection>(); entityManager.GetAllUniqueSharedComponentData(subSectionList); //Order sections by section id subSectionList.Sort(Comparer <SceneSection> .Create((a, b) => a.Section.CompareTo(b.Section))); 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.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(decompressedSectionFileSize, compressedSectionFileSize) = WriteEntitySceneSection(sectionManager, sceneGUID, "0", importContext, writeEntitySceneSettings, out var objectRefCount, out var objRefs, default);