Пример #1
0
        // 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 List <string>();
            var subSceneGuids = scenePathsForBuild.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);
Пример #2
0
        // 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 BuildStepResult RunBuildStep(BuildContext context)
        {
            m_TemporaryFileTracker = new TemporaryFileTracker();

            var profile = GetRequiredComponent <ClassicBuildProfile>(context);

            if (profile.Target == UnityEditor.BuildTarget.NoTarget)
            {
                return(Failure($"Invalid build target '{profile.Target.ToString()}'."));
            }
            if (profile.Target != EditorUserBuildSettings.activeBuildTarget)
            {
                return(Failure($"ActiveBuildTarget must be switched before the {nameof(BuildStepSubSceneBundles)} step."));
            }

            var buildConfigurationGuid = new Hash128(BuildContextInternals.GetBuildConfigurationGUID(context));
            var content   = new UnityEditor.Build.Pipeline.BundleBuildContent(new AssetBundleBuild[0]);
            var sceneList = GetRequiredComponent <SceneList>(context);
            var visited   = new HashSet <Hash128>();

            foreach (var scenePath in sceneList.GetScenePathsForBuild())
            {
                var sceneGuid     = AssetDatabase.AssetPathToGUID(scenePath);
                var subSceneGuids = SceneMetaDataImporter.GetSubSceneGuids(sceneGuid);
                foreach (var subSceneGuid in subSceneGuids)
                {
                    if (!visited.Add(subSceneGuid))
                    {
                        continue;
                    }

                    var hash128Guid = EntityScenesPaths.CreateBuildConfigurationSceneFile(subSceneGuid, buildConfigurationGuid);
                    content.CustomAssets.Add(new UnityEditor.Build.Pipeline.Interfaces.CustomContent
                    {
                        Asset     = hash128Guid,
                        Processor = SubSceneImporter.ConvertToBuild
                    });
                }
            }

            if (content.CustomAssets.Count == 0)
            {
                return(Success());
            }

            var buildPath = Path.GetDirectoryName(EntityScenesPaths.GetLoadPath(new Hash128(), EntityScenesPaths.PathType.EntitiesUnityObjectReferences, 0));

            // Delete SubScenes build folder defensively (Eg. if unity crashes during build)
            FileUtil.DeleteFileOrDirectory(buildPath);

            m_TemporaryFileTracker.CreateDirectory(buildPath);

            var group      = UnityEditor.BuildPipeline.GetBuildTargetGroup(profile.Target);
            var parameters = new UnityEditor.Build.Pipeline.BundleBuildParameters(profile.Target, group, buildPath);

            parameters.BundleCompression = UnityEngine.BuildCompression.Uncompressed;

            var status = UnityEditor.Build.Pipeline.ContentPipeline.BuildAssetBundles(parameters, content, out UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults result);

            context.SetValue(result);

            var succeeded = status >= UnityEditor.Build.Pipeline.ReturnCode.Success;

            return(succeeded ? Success() : Failure($"BuildAssetBundles failed with status '{status}'."));
        }