Exemplo n.º 1
0
        private void LoadFakeSubScene(PersistencySettings settings, Unity.Entities.Hash128 sceneGUID, int amountPerArchetype)
        {
            List <(PersistencyAuthoring, Entity)> toConvert = new List <(PersistencyAuthoring, Entity)>();

            toConvert.AddRange(CreateGameObjectsAndPrimaryEntities(amountPerArchetype, false, true, true));
            toConvert.AddRange(CreateGameObjectsAndPrimaryEntities(amountPerArchetype, false, false, true));
            toConvert.AddRange(CreateGameObjectsAndPrimaryEntities(amountPerArchetype, true, false, true));
            toConvert.AddRange(CreateGameObjectsAndPrimaryEntities(amountPerArchetype, true, false, false));
            toConvert.AddRange(CreateGameObjectsAndPrimaryEntities(amountPerArchetype, false, true, false));
            toConvert.AddRange(CreateGameObjectsAndPrimaryEntities(amountPerArchetype, true, true, true));

            PersistencyConversionSystem.Convert(toConvert, (settings, m_Manager.CreateEntity()), m_Manager, sceneGUID);

            foreach ((PersistencyAuthoring, Entity)pair in toConvert)
            {
                m_Manager.AddSharedComponentData(pair.Item2, new SceneSection()
                {
                    SceneGUID = sceneGUID, Section = 0
                });
                Object.DestroyImmediate(pair.Item1); // Destroying the gameobjects after conversion is necessary to be able to load multiple fake subscenes
            }

            // Fake the scene section entity, so the PersistentSceneSystem does it's work
            Entity sceneSectionEntity = m_Manager.CreateEntity();

            m_Manager.AddComponentData(sceneSectionEntity, new SceneSectionData()
            {
                SceneGUID       = sceneGUID,
                SubSectionIndex = 0,
            });
            m_Manager.AddComponentData(sceneSectionEntity, new RequestPersistentSceneSectionLoaded());
        }
Exemplo n.º 2
0
        void RequestAssetTargetHash(MessageEventArgs args)
        {
            //@TODO: should be based on connection / BuildSetting
            var buildTarget = EditorUserBuildSettings.activeBuildTarget;

            // Array of Asset GUIDs the player is requesting the asset hash of
            using (var assets = args.ReceiveArray <GUID>())
            {
                // Set of ready to send (all valid target hashes) assets
                var resolvedAssets = new HashSet <ResolvedAssetID>();
                foreach (var asset in assets)
                {
                    LiveLinkMsg.LogReceived($"AssetBundleTargetHash request => {asset} | {AssetDatabase.GUIDToAssetPath(asset.ToString())}");

                    // For each Asset- queue calculating target hash and add to tracked assets
                    Unity.Entities.Hash128 targetHash = LiveLinkBuildPipeline.CalculateTargetHash(asset, buildTarget, ImportMode.Asynchronous);
                    m_TrackedAssets[asset] = targetHash;

                    resolvedAssets.Add(new ResolvedAssetID {
                        GUID = asset, TargetHash = targetHash
                    });

                    // If asset hash is valid (meaning import is ready) then also do the same for dependencies
                    if (targetHash.IsValid)
                    {
                        LiveLinkBuildPipeline.CalculateTargetDependencies(targetHash, buildTarget, out ResolvedAssetID[] dependencies, ImportMode.Asynchronous, asset);
                        foreach (var dependency in dependencies)
                        {
                            m_TrackedAssets[dependency.GUID] = dependency.TargetHash;
                            resolvedAssets.Add(new ResolvedAssetID {
                                GUID = dependency.GUID, TargetHash = dependency.TargetHash
                            });
                        }
                    }
                }

                // Callback to re-send tracked assets when their targethash changes
                if (m_TrackedAssets.Count > 0)
                {
                    TimeBasedCallbackInvoker.SetCallback(DetectChangedAssets);
                }

                // No assets? Send nothing and set no callback
                if (resolvedAssets.Count == 0)
                {
                    return;
                }

                var resolved = new NativeArray <ResolvedAssetID>(resolvedAssets.Count, Allocator.Temp);
                int j        = 0;
                foreach (var id in resolvedAssets)
                {
                    resolved[j++] = id;
                }

                SendAssetTargetHash(resolved, args.playerId);
            }
        }
Exemplo n.º 3
0
        public void TestSceneLoad([Values(1, 2, 3, 10)] int total)
        {
            PersistencySettings settings = CreateTestSettings();

            // override the settings field
            PersistentSceneSystem persistentSceneSystem = World.GetOrCreateSystem <PersistentSceneSystem>();

            persistentSceneSystem.ReplaceSettings(settings);

            // Load SubScenes
            for (int i = 0; i < total; i++)
            {
                Unity.Entities.Hash128 sceneGUID = Hash128.Compute(i);
                LoadFakeSubScene(settings, sceneGUID, i + 10);
            }

            persistentSceneSystem.Update();

            for (int i = 0; i < total; i++)
            {
                Unity.Entities.Hash128 sceneGUID = Hash128.Compute(i);
                // Since BeginFramePersistencySystem hasn't run, this data will be uninitialized.
                // We're only interested if it's the container exists & if it's the right size
                Assert.True(persistentSceneSystem.PersistentDataStorage.IsInitialized(sceneGUID),
                            "Expected the subscene to have an initialized PersistentDataContainer");

                PersistentDataContainer container = persistentSceneSystem.PersistentDataStorage.GetReadContainerForLatestWriteIndex(sceneGUID, out bool isInitial);

                Assert.True(isInitial);
                Assert.True(container.DataIdentifier == sceneGUID,
                            $"Expected the container to have the sceneGUID {sceneGUID} as data identifier, but it was {container.DataIdentifier}.");
                Assert.True(container.DataLayoutCount == 6,
                            $"LoadFakeSubScene creates 6 different types of persistable entities so we expect 6 different data layouts in the container, but it reports {container.DataLayoutCount}");

                int entitiesInScene     = (i + 10) * 6;
                int entitiesInContainer = container.CalculateEntityCapacity();
                Assert.True(entitiesInContainer == entitiesInScene,
                            $"LoadFakeSubScene created {entitiesInScene} entities, but the container reports {entitiesInContainer}.");
            }
            m_Manager.DestroyEntity(m_Manager.UniversalQuery);
        }
        //TODO: There is too much code duplication here, refactor this to send general artifacts to the editor
        unsafe void SendSubScene(Unity.Entities.Hash128 subSceneGuid, Unity.Entities.Hash128 buildSettingsGuid, int playerId)
        {
            LiveLinkMsg.LogInfo($"Sending SubScene: 'GUID: {subSceneGuid}' with 'BuildSettings: {buildSettingsGuid}' to playerId: {playerId}");

            var hash = EntityScenesPaths.GetSubSceneArtifactHash(subSceneGuid, buildSettingsGuid, AssetDatabaseExperimental.ImportSyncMode.Block);

            AssetDatabaseExperimental.GetArtifactPaths(hash, out var paths);
            var sceneHeaderPath = EntityScenesPaths.GetLoadPathFromArtifactPaths(paths, EntityScenesPaths.PathType.EntitiesHeader);

            if (!File.Exists(sceneHeaderPath))
            {
                Debug.LogError("Send Entity Scene failed because the entity header file could not be found: " + sceneHeaderPath);
                return;
            }

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

            ref var sceneMetaData = ref sceneMetaDataRef.Value;
        static string ResolveCachePath(Unity.Entities.Hash128 targethash)
        {
            var path = "Library/LiveLinkAssetBundleCache/" + targethash;

            return(path);
        }
Exemplo n.º 6
0
        public void TestPersistAndApply([Values(1, 2, 3, 10)] int total, [Values(false, true)] bool groupedJobs)
        {
            PersistencySettings settings = CreateTestSettings();

            settings.ForceUseGroupedJobsInEditor   = groupedJobs;
            settings.ForceUseNonGroupedJobsInBuild = !groupedJobs;
            Assert.True(groupedJobs == settings.UseGroupedJobs());

            // Override the settings fields of both systems
            PersistentSceneSystem persistentSceneSystem = World.GetOrCreateSystem <PersistentSceneSystem>();

            persistentSceneSystem.ReplaceSettings(settings);
            BeginFramePersistencySystem beginFramePersistencySystem = World.GetOrCreateSystem <BeginFramePersistencySystem>();

            beginFramePersistencySystem.ReplaceSettings(settings);

            EndInitializationEntityCommandBufferSystem ecbSystem = World.GetOrCreateSystem <EndInitializationEntityCommandBufferSystem>();

            // Load SubScenes
            for (int i = 0; i < total; i++)
            {
                Unity.Entities.Hash128 sceneGUID = Hash128.Compute(i);
                LoadFakeSubScene(settings, sceneGUID, i + 10);
            }

            // The fake subscene entities don't have any actual test data on them yet, so add some here
            Entities.ForEach((Entity e, ref PersistenceState persistenceState) =>
            {
                // tracking add/remove of bufferdata isn't supported so we add all of them
                DynamicBuffer <DynamicBufferData1> buffer1 = m_Manager.AddBuffer <DynamicBufferData1>(e);
                buffer1.Add(new DynamicBufferData1()
                {
                    Value = persistenceState.ArrayIndex
                });
                DynamicBuffer <DynamicBufferData2> buffer2 = m_Manager.AddBuffer <DynamicBufferData2>(e);
                buffer2.Add(new DynamicBufferData2()
                {
                    Value = persistenceState.ArrayIndex
                });
                DynamicBuffer <DynamicBufferData3> buffer3 = m_Manager.AddBuffer <DynamicBufferData3>(e);
                buffer3.Add(new DynamicBufferData3()
                {
                    Value = (byte)persistenceState.ArrayIndex
                });

                // Add different components
                if (persistenceState.ArrayIndex % 2 == 0)
                {
                    m_Manager.AddComponentData(e, new EcsTestData(persistenceState.ArrayIndex));
                }
                else
                {
                    m_Manager.AddComponent <EmptyEcsTestData>(e);
                }
            });

            persistentSceneSystem.Update();
            beginFramePersistencySystem.Update();
            ecbSystem.Update();

            // Check if some data was written to the container
            for (int i = 0; i < total; i++)
            {
                Unity.Entities.Hash128 sceneGUID = Hash128.Compute(i);
                Assert.True(persistentSceneSystem.PersistentDataStorage.IsInitialized(sceneGUID), "Expected the subscene to have an initialized PersistentDataContainer");
                PersistentDataContainer container = persistentSceneSystem.PersistentDataStorage.GetReadContainerForLatestWriteIndex(sceneGUID, out bool isInitial);
                Assert.True(isInitial);

                bool hasOnlyZero = true;
                foreach (byte dataByte in container.GetRawData())
                {
                    if (dataByte != 0)
                    {
                        hasOnlyZero = false;
                        break;
                    }
                }
                Assert.False(hasOnlyZero, "");
            }

            // Change entities
            Entities.ForEach((Entity e, ref PersistenceState persistenceState) =>
            {
                DynamicBuffer <DynamicBufferData1> buffer1 = m_Manager.GetBuffer <DynamicBufferData1>(e);
                buffer1[0] = default;
                DynamicBuffer <DynamicBufferData2> buffer2 = m_Manager.GetBuffer <DynamicBufferData2>(e);
                buffer2[0] = default;
                DynamicBuffer <DynamicBufferData3> buffer3 = m_Manager.GetBuffer <DynamicBufferData3>(e);
                buffer3[0] = default;

                if (persistenceState.ArrayIndex % 2 == 0)
                {
                    m_Manager.RemoveComponent <EcsTestData>(e);
                    m_Manager.AddComponent <EmptyEcsTestData>(e);
                }
                else
                {
                    m_Manager.AddComponentData(e, new EcsTestData(persistenceState.ArrayIndex));
                    m_Manager.RemoveComponent <EmptyEcsTestData>(e);
                }
            });

            // Revert entities to initial state
            for (int i = 0; i < total; i++)
            {
                Unity.Entities.Hash128 sceneGUID = Hash128.Compute(i);
                Assert.True(persistentSceneSystem.PersistentDataStorage.IsInitialized(sceneGUID),
                            "Expected the subscene to have an initialized PersistentDataContainer");
                PersistentDataContainer container = persistentSceneSystem.PersistentDataStorage.GetReadContainerForLatestWriteIndex(sceneGUID, out bool isInitial);
                Assert.True(isInitial);
                beginFramePersistencySystem.RequestApply(container);
            }
            beginFramePersistencySystem.Update();
            ecbSystem.Update();

            // Test if the revert actually worked on entities that were tracking the components
            Entities.ForEach((Entity e, ref PersistenceState persistenceState) =>
            {
                if (m_Manager.GetName(e).Contains("_B")) // this means it was tracking all buffer components
                {
                    DynamicBuffer <DynamicBufferData1> buffer1 = m_Manager.GetBuffer <DynamicBufferData1>(e);
                    Assert.True(buffer1[0].Value == persistenceState.ArrayIndex, "The entity was expected to be reset and have it's original buffer value (1)");
                    DynamicBuffer <DynamicBufferData2> buffer2 = m_Manager.GetBuffer <DynamicBufferData2>(e);
                    Assert.True(Math.Abs(buffer2[0].Value - persistenceState.ArrayIndex) < 0.001f, "The entity was expected to be reset and have it's original buffer value (2)");
                    DynamicBuffer <DynamicBufferData3> buffer3 = m_Manager.GetBuffer <DynamicBufferData3>(e);
                    Assert.True(buffer3[0].Value == (byte)persistenceState.ArrayIndex, "The entity was expected to be reset and have it's original buffer value (3)");
                }
                else
                {
                    DynamicBuffer <DynamicBufferData1> buffer1 = m_Manager.GetBuffer <DynamicBufferData1>(e);
                    Assert.True(buffer1[0].Value == 0, "The entity was expected to NOT be reset and have a 0 buffer value. (1)");
                    DynamicBuffer <DynamicBufferData2> buffer2 = m_Manager.GetBuffer <DynamicBufferData2>(e);
                    Assert.True(buffer2[0].Value == 0, "The entity was expected to NOT be reset and have a 0 buffer value. (2)");
                    DynamicBuffer <DynamicBufferData3> buffer3 = m_Manager.GetBuffer <DynamicBufferData3>(e);
                    Assert.True(buffer3[0].Value == 0, "The entity was expected to NOT be reset and have a 0 buffer value. (3)");
                }

                if (persistenceState.ArrayIndex % 2 == 0)
                {
                    if (m_Manager.GetName(e).Contains("_C")) // this means it was tracking all standard components
                    {
                        Assert.True(m_Manager.HasComponent <EcsTestData>(e), "The entity was expected to be reset and have its original component back.");
                    }
                    else
                    {
                        Assert.False(m_Manager.HasComponent <EcsTestData>(e), "The entity was expected to NOT be reset and NOT have its original component back.");
                    }

                    if (m_Manager.GetName(e).Contains("_T")) // this means it was tracking all tag components
                    {
                        Assert.False(m_Manager.HasComponent <EmptyEcsTestData>(e), "The entity was expected to be reset and have the new TAG component removed.");
                    }
                    else
                    {
                        Assert.True(m_Manager.HasComponent <EmptyEcsTestData>(e), "The entity was expected to NOT be reset and NOT have the new TAG component removed. ");
                    }
                }
                else
                {
                    if (m_Manager.GetName(e).Contains("_C")) // this means it was tracking all standard components
                    {
                        Assert.False(m_Manager.HasComponent <EcsTestData>(e), "The entity was expected to be reset and have the new component removed.");
                    }
                    else
                    {
                        Assert.True(m_Manager.HasComponent <EcsTestData>(e), "The entity was expected to NOT be reset and NOT have the new component removed.");
                    }

                    if (m_Manager.GetName(e).Contains("_T")) // this means it was tracking all tag components
                    {
                        Assert.True(m_Manager.HasComponent <EmptyEcsTestData>(e), "The entity was expected to be reset and have its original TAG component back.");
                    }
                    else
                    {
                        Assert.False(m_Manager.HasComponent <EmptyEcsTestData>(e), "The entity was expected to NOT be reset and NOT have its original TAG component back.");
                    }
                }
            });
            m_Manager.DestroyEntity(m_Manager.UniversalQuery);
        }