Пример #1
0
        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);
        public NativeArray <Hash128> GetInitialScenes(int playerId, Allocator allocator)
        {
            var sceneList = _BuildConfiguration.GetComponent <SceneList>();
            var nonEmbeddedStartupScenes = new List <string>();

            foreach (var path in sceneList.GetScenePathsToLoad())
            {
                if (SceneImporterData.CanLiveLinkScene(path))
                {
                    nonEmbeddedStartupScenes.Add(path);
                }
            }

            if (nonEmbeddedStartupScenes.Count > 0)
            {
                var sceneIds = new NativeArray <Hash128>(nonEmbeddedStartupScenes.Count, allocator);
                for (int i = 0; i < nonEmbeddedStartupScenes.Count; i++)
                {
                    sceneIds[i] = AssetDatabaseCompatibility.PathToGUID(nonEmbeddedStartupScenes[i]);
                }
                return(sceneIds);
            }
            return(new NativeArray <Hash128>(0, allocator));
        }
        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();
        }
        public void Update(List <LiveLinkChangeSet> changeSets, NativeList <Hash128> loadScenes, NativeList <Hash128> unloadScenes, LiveLinkMode mode)
        {
            if (_LoadedScenes.Count == 0 && _SceneGUIDToLiveLink.Count == 0 && _RemovedScenes.Length == 0)
            {
                return;
            }

            // If build configuration changed, we need to trigger a full conversion
            if (_BuildConfigurationGUID != default)
            {
                var buildConfigurationDependencyHash = AssetDatabaseCompatibility.GetAssetDependencyHash(_BuildConfigurationGUID);
                if (_BuildConfigurationArtifactHash != buildConfigurationDependencyHash)
                {
                    _BuildConfigurationArtifactHash = buildConfigurationDependencyHash;
                    RequestCleanConversion();
                }
            }

            if (_PreviousGlobalDirtyID != GlobalDirtyID)
            {
                RequestCleanConversion();
                _PreviousGlobalDirtyID = GlobalDirtyID;
            }

            // By default all scenes need to have m_GameObjectSceneCullingMask, otherwise they won't show up in game view
            _GUIDToEditScene.Clear();
            for (int i = 0; i != EditorSceneManager.sceneCount; i++)
            {
                var scene     = EditorSceneManager.GetSceneAt(i);
                var sceneGUID = AssetDatabaseCompatibility.PathToGUID(scene.path);

                if (_LoadedScenes.Contains(sceneGUID))
                {
                    if (scene.isLoaded && sceneGUID != default(GUID))
                    {
                        _GUIDToEditScene.Add(sceneGUID, scene);
                    }
                }
            }

            foreach (var scene in _SceneGUIDToLiveLink)
            {
                if (!_GUIDToEditScene.ContainsKey(scene.Key))
                {
                    unloadScenes.Add(scene.Key);
                }
            }

            // Process scenes that are no longer loaded
            foreach (var scene in unloadScenes)
            {
                var liveLink = _SceneGUIDToLiveLink[scene];
                liveLink.Dispose();
                _SceneGUIDToLiveLink.Remove(scene);
                _SentLoadScenes.Remove(scene);
            }
            foreach (var scene in _RemovedScenes)
            {
                if (_SceneGUIDToLiveLink.TryGetValue(scene, out var liveLink))
                {
                    liveLink.Dispose();
                    _SceneGUIDToLiveLink.Remove(scene);
                }

                unloadScenes.Add(scene);
                _SentLoadScenes.Remove(scene);
            }
            _RemovedScenes.Clear();

            _SentLoadScenes.RemoveWhere(scene => !_LoadedScenes.Contains(scene));

            // Process all scenes that the player needs
            var conversionMode = LiveConversionSettings.Mode;

            foreach (var sceneGuid in _LoadedScenes)
            {
                var isLoaded = _GUIDToEditScene.TryGetValue(sceneGuid, out var scene);

                // We are editing with live link. Ensure it is active & up to date
                if (isLoaded)
                {
                    var liveLink = GetLiveLink(sceneGuid);

                    if (liveLink == null || liveLink.DidRequestUpdate())
                    {
                        AddLiveLinkChangeSet(ref liveLink, sceneGuid, changeSets, mode);
                    }
#if !UNITY_2020_2_OR_NEWER
                    else if (liveLink.LiveLinkDirtyID != GetSceneDirtyID(scene))
                    {
                        AddLiveLinkChangeSet(ref liveLink, sceneGuid, changeSets, mode);
                    }
#endif

#if UNITY_2020_2_OR_NEWER
                    if (conversionMode == LiveConversionSettings.ConversionMode.IncrementalConversionWithDebug)
                    {
                        if (liveLink != null && liveLink.DidRequestDebugConversion())
                        {
                            if (IsHotControlActive())
                            {
                                EditorUpdateUtility.EditModeQueuePlayerLoopUpdate();
                            }
                            else
                            {
                                liveLink.DebugIncrementalConversion();
                            }
                        }
                    }
#endif
                }
                else
                {
                    if (_SentLoadScenes.Add(sceneGuid))
                    {
                        loadScenes.Add(sceneGuid);
                    }
                }
            }
        }
Пример #5
0
        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"));
        }