Пример #1
0
        /// <summary>
        /// Called per group per schema to evaluate that schema.  This can be an easy entry point for implementing the
        ///  build aspects surrounding a custom schema.  Note, you should not rely on schemas getting called in a specific
        ///  order.
        /// </summary>
        /// <param name="schema">The schema to process</param>
        /// <param name="assetGroup">The group this schema was pulled from</param>
        /// <param name="aaContext">The general Addressables build builderInput</param>
        /// <returns></returns>
        protected virtual string ProcessGroupSchema(AddressableAssetGroupSchema schema, AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
        {
            var playerDataSchema = schema as PlayerDataGroupSchema;

            if (playerDataSchema != null)
            {
                return(ProcessPlayerDataSchema(playerDataSchema, assetGroup, aaContext));
            }
            var bundledAssetSchema = schema as BundledAssetGroupSchema;

            if (bundledAssetSchema != null)
            {
                return(ProcessBundledAssetSchema(bundledAssetSchema, assetGroup, aaContext));
            }
            return(string.Empty);
        }
        /// <inheritdoc />
        protected override TResult BuildDataImplementation <TResult>(AddressablesDataBuilderInput context)
        {
            TResult result = default(TResult);

            var timer = new Stopwatch();

            timer.Start();
            var aaSettings = context.AddressableSettings;

            PathFormat = context.PathFormat;

            //create runtime data
            var aaContext = new AddressableAssetsBuildContext
            {
                settings           = aaSettings,
                runtimeData        = new ResourceManagerRuntimeData(),
                bundleToAssetGroup = null,
                locations          = new List <ContentCatalogDataEntry>(),
                providerTypes      = new HashSet <Type>()
            };

            aaContext.runtimeData.BuildTarget = context.Target.ToString();
            aaContext.runtimeData.LogResourceManagerExceptions = aaSettings.buildSettings.LogResourceManagerExceptions;
            aaContext.runtimeData.ProfileEvents = ProjectConfigData.postProfilerEvents;
            aaContext.runtimeData.CatalogLocations.Add(new ResourceLocationData(new[] { ResourceManagerRuntimeData.kCatalogAddress }, string.Format(PathFormat, "file://{UnityEngine.Application.dataPath}/../", "catalog"), typeof(ContentCatalogProvider), typeof(ContentCatalogData)));

            var errorString = ProcessAllGroups(aaContext);

            if (!string.IsNullOrEmpty(errorString))
            {
                result = AddressableAssetBuildResult.CreateResult <TResult>(null, 0, errorString);
            }

            if (result == null)
            {
                foreach (var io in aaSettings.InitializationObjects)
                {
                    if (io is IObjectInitializationDataProvider)
                    {
                        aaContext.runtimeData.InitializationObjects.Add((io as IObjectInitializationDataProvider).CreateObjectInitializationData());
                    }
                }

                var settingsPath = string.Format(PathFormat, "", "settings");
                WriteFile(settingsPath, JsonUtility.ToJson(aaContext.runtimeData), context.Registry);

                //save catalog
                var catalogData = new ContentCatalogData(aaContext.locations, ResourceManagerRuntimeData.kCatalogAddress);
                if (m_NeedsLegacyProvider)
                {
                    catalogData.ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData(typeof(LegacyResourcesProvider)));
                }
                foreach (var t in aaContext.providerTypes)
                {
                    catalogData.ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData(t));
                }
                catalogData.ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData <AssetDatabaseProvider>());

                catalogData.InstanceProviderData = ObjectInitializationData.CreateSerializedInitializationData(instanceProviderType.Value);
                catalogData.SceneProviderData    = ObjectInitializationData.CreateSerializedInitializationData(sceneProviderType.Value);
                WriteFile(string.Format(PathFormat, "", "catalog"), JsonUtility.ToJson(catalogData), context.Registry);


                //inform runtime of the init data path
                var runtimeSettingsPath = string.Format(PathFormat, "file://{UnityEngine.Application.dataPath}/../", "settings");
                PlayerPrefs.SetString(Addressables.kAddressablesRuntimeDataPath, runtimeSettingsPath);
                result = AddressableAssetBuildResult.CreateResult <TResult>(settingsPath, aaContext.locations.Count);
            }

            if (result != null)
            {
                result.Duration = timer.Elapsed.TotalSeconds;
            }

            return(result);
        }
Пример #3
0
        /// <summary>
        /// The method that does the actual building after all the groups have been processed.
        /// </summary>
        /// <param name="builderInput">The generic builderInput of the</param>
        /// <param name="aaContext"></param>
        /// <typeparam name="TResult"></typeparam>
        /// <returns></returns>
        protected virtual TResult DoBuild <TResult>(AddressablesDataBuilderInput builderInput, AddressableAssetsBuildContext aaContext) where TResult : IDataBuilderResult
        {
            ExtractDataTask extractData = new ExtractDataTask();
            var             tempPath    = Path.GetDirectoryName(Application.dataPath) + "/Library/com.unity.addressables/StreamingAssetsCopy/" + PlatformMappingService.GetPlatform() + "/addressables_content_state.bin";

            var playerBuildVersion = builderInput.PlayerVersion;

            if (m_AllBundleInputDefs.Count > 0)
            {
                if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
                {
                    return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "Unsaved scenes"));
                }

                var buildTarget      = builderInput.Target;
                var buildTargetGroup = builderInput.TargetGroup;

                var buildParams = new AddressableAssetsBundleBuildParameters(
                    aaContext.settings,
                    aaContext.bundleToAssetGroup,
                    buildTarget,
                    buildTargetGroup,
                    aaContext.settings.buildSettings.bundleBuildPath);

                var builtinShaderBundleName = aaContext.settings.DefaultGroup.Guid + "_unitybuiltinshaders.bundle";
                var buildTasks = RuntimeDataBuildTasks(builtinShaderBundleName);
                buildTasks.Add(extractData);

                string aaPath = aaContext.settings.AssetPath;
                IBundleBuildResults results;
                var exitCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(m_AllBundleInputDefs), out results, buildTasks, aaContext);

                if (exitCode < ReturnCode.Success)
                {
                    return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "SBP Error" + exitCode));
                }
                if (aaContext.settings == null && !string.IsNullOrEmpty(aaPath))
                {
                    aaContext.settings = AssetDatabase.LoadAssetAtPath <AddressableAssetSettings>(aaPath);
                }

                GenerateLocationListsTask.Run(aaContext, extractData.WriteData);

                foreach (var assetGroup in aaContext.settings.groups)
                {
                    if (assetGroup == null)
                    {
                        continue;
                    }

                    List <string> buildBundles;
                    if (aaContext.assetGroupToBundles.TryGetValue(assetGroup, out buildBundles))
                    {
                        List <string> outputBundles = new List <string>();
                        for (int i = 0; i < buildBundles.Count; ++i)
                        {
                            var b = m_AllBundleInputDefs.FindIndex(inputDef => buildBundles[i].StartsWith(inputDef.assetBundleName));
                            outputBundles.Add(b >= 0 ? m_OutputAssetBundleNames[b] : buildBundles[i]);
                        }
                        PostProcessBundles(assetGroup, buildBundles, outputBundles, results, extractData.WriteData, aaContext.runtimeData, aaContext.locations, builderInput.Registry);
                        PostProcessCatalogEnteries(assetGroup, extractData.WriteData, aaContext.locations, builderInput.Registry);
                    }
                }
                foreach (var r in results.WriteResults)
                {
                    m_Linker.AddTypes(r.Value.includedTypes);
                }
            }

            //save catalog
            var contentCatalog = new ContentCatalogData(aaContext.locations, ResourceManagerRuntimeData.kCatalogAddress);

            contentCatalog.ResourceProviderData.AddRange(m_ResourceProviderData);
            foreach (var t in aaContext.providerTypes)
            {
                contentCatalog.ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData(t));
            }

            contentCatalog.InstanceProviderData = ObjectInitializationData.CreateSerializedInitializationData(instanceProviderType.Value);
            contentCatalog.SceneProviderData    = ObjectInitializationData.CreateSerializedInitializationData(sceneProviderType.Value);
            CreateCatalog(aaContext.settings, contentCatalog, aaContext.runtimeData.CatalogLocations, playerBuildVersion, builderInput.RuntimeCatalogFilename, builderInput.Registry);
            foreach (var pd in contentCatalog.ResourceProviderData)
            {
                m_Linker.AddTypes(pd.ObjectType.Value);
                m_Linker.AddTypes(pd.GetRuntimeTypes());
            }
            m_Linker.AddTypes(contentCatalog.InstanceProviderData.ObjectType.Value);
            m_Linker.AddTypes(contentCatalog.InstanceProviderData.GetRuntimeTypes());
            m_Linker.AddTypes(contentCatalog.SceneProviderData.ObjectType.Value);
            m_Linker.AddTypes(contentCatalog.SceneProviderData.GetRuntimeTypes());

            foreach (var io in aaContext.settings.InitializationObjects)
            {
                var provider = io as IObjectInitializationDataProvider;
                if (provider != null)
                {
                    var id = provider.CreateObjectInitializationData();
                    aaContext.runtimeData.InitializationObjects.Add(id);
                    m_Linker.AddTypes(id.ObjectType.Value);
                    m_Linker.AddTypes(id.GetRuntimeTypes());
                }
            }

            aaContext.runtimeData.DisableCatalogUpdateOnStartup = aaContext.settings.DisableCatalogUpdateOnStartup;

            m_Linker.AddTypes(typeof(Addressables));
            m_Linker.Save(Addressables.BuildPath + "/link.xml");
            var settingsPath = Addressables.BuildPath + "/" + builderInput.RuntimeSettingsFilename;

            WriteFile(settingsPath, JsonUtility.ToJson(aaContext.runtimeData), builderInput.Registry);

            var opResult = AddressableAssetBuildResult.CreateResult <TResult>(settingsPath, aaContext.locations.Count);
            //save content update data if building for the player
            var allEntries = new List <AddressableAssetEntry>();

            aaContext.settings.GetAllAssets(allEntries, false, g => g != null && g.HasSchema <ContentUpdateGroupSchema>() && g.GetSchema <ContentUpdateGroupSchema>().StaticContent);

            var remoteCatalogLoadPath = aaContext.settings.BuildRemoteCatalog ? aaContext.settings.RemoteCatalogLoadPath.GetValue(aaContext.settings) : string.Empty;

            if (extractData.BuildCache != null && ContentUpdateScript.SaveContentState(aaContext.locations, tempPath, allEntries, extractData.DependencyData, playerBuildVersion, remoteCatalogLoadPath))
            {
                try {
                    var contentStatePath = ContentUpdateScript.GetContentStateDataPath(false);
                    File.Copy(tempPath, contentStatePath, true);
                    builderInput.Registry.AddFile(contentStatePath);
                }
                catch (Exception e)
                {
                    Debug.LogException(e);
                }
            }

            return(opResult);
        }
        TResult DoBuild <TResult>(AddressablesDataBuilderInput builderInput, AddressableAssetSettings aaSettings, AddressableAssetsBuildContext aaContext) where TResult : IDataBuilderResult
        {
            if (m_AllBundleInputDefinitions.Count > 0)
            {
                if (!BuildUtility.CheckModifiedScenesAndAskToSave())
                {
                    return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "Unsaved scenes"));
                }

                var             buildTarget             = builderInput.Target;
                var             buildTargetGroup        = builderInput.TargetGroup;
                var             buildParams             = new AddressableAssetsBundleBuildParameters(aaSettings, aaContext.bundleToAssetGroup, buildTarget, buildTargetGroup, aaSettings.buildSettings.bundleBuildPath);
                var             builtinShaderBundleName = aaSettings.DefaultGroup.Name.ToLower().Replace(" ", "").Replace('\\', '/').Replace("//", "/") + "_unitybuiltinshaders.bundle";
                var             buildTasks  = RuntimeDataBuildTasks(aaSettings.buildSettings.compileScriptsInVirtualMode, builtinShaderBundleName);
                ExtractDataTask extractData = new ExtractDataTask();
                buildTasks.Add(extractData);

                string aaPath = aaSettings.AssetPath;
                IBundleBuildResults results;
                var exitCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(m_AllBundleInputDefinitions), out results, buildTasks, aaContext);

                if (exitCode < ReturnCode.Success)
                {
                    return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "SBP Error" + exitCode));
                }

                if (aaSettings == null && !string.IsNullOrEmpty(aaPath))
                {
                    aaSettings = AssetDatabase.LoadAssetAtPath <AddressableAssetSettings>(aaPath);
                }
            }

            var bundledAssets = new Dictionary <object, HashSet <string> >();

            foreach (var loc in aaContext.locations)
            {
                if (loc.Dependencies != null && loc.Dependencies.Count > 0)
                {
                    for (int i = 0; i < loc.Dependencies.Count; i++)
                    {
                        var dep = loc.Dependencies[i];
                        HashSet <string> assetsInBundle;
                        if (!bundledAssets.TryGetValue(dep, out assetsInBundle))
                        {
                            bundledAssets.Add(dep, assetsInBundle = new HashSet <string>());
                        }
                        if (i == 0 && !assetsInBundle.Contains(loc.InternalId)) //only add the asset to the first bundle...
                        {
                            assetsInBundle.Add(loc.InternalId);
                        }
                    }
                }
            }

            foreach (var bd in bundledAssets)
            {
                AddressableAssetGroup group = aaSettings.DefaultGroup;
                string groupGuid;
                if (aaContext.bundleToAssetGroup.TryGetValue(bd.Key as string, out groupGuid))
                {
                    group = aaSettings.FindGroup(g => g.Guid == groupGuid);
                }

                var schema = group.GetSchema <BundledAssetGroupSchema>();
                if (schema != null)
                {
                    var  bundleLocData = aaContext.locations.First(s => s.Keys[0] == bd.Key);
                    var  isLocalBundle = IsInternalIdLocal(bundleLocData.InternalId);
                    uint crc           = (uint)UnityEngine.Random.Range(0, int.MaxValue);
                    var  hash          = Guid.NewGuid().ToString();

                    string originalBundleName = bd.Key as string;
                    string newBundleName      = BuildUtility.GetNameWithHashNaming(schema.BundleNaming, hash, originalBundleName);
                    bundleLocData.InternalId = bundleLocData.InternalId.Remove(bundleLocData.InternalId.Length - originalBundleName.Length) + newBundleName;

                    var virtualBundleName = AddressablesRuntimeProperties.EvaluateString(bundleLocData.InternalId);
                    var bundleData        = new VirtualAssetBundle(virtualBundleName, isLocalBundle, crc, hash);

                    long dataSize   = 0;
                    long headerSize = 0;
                    foreach (var a in bd.Value)
                    {
                        var size = ComputeSize(a);
                        bundleData.Assets.Add(new VirtualAssetBundleEntry(a, size));
                        dataSize   += size;
                        headerSize += a.Length * 5; //assume 5x path length overhead size per item, probably much less
                    }
                    if (bd.Value.Count == 0)
                    {
                        dataSize   = 100 * 1024;
                        headerSize = 1024;
                    }
                    bundleData.SetSize(dataSize, headerSize);


                    var requestOptions = new VirtualAssetBundleRequestOptions
                    {
                        Crc             = schema.UseAssetBundleCrc ? crc : 0,
                        Hash            = schema.UseAssetBundleCache ? hash : "",
                        ChunkedTransfer = schema.ChunkedTransfer,
                        RedirectLimit   = schema.RedirectLimit,
                        RetryCount      = schema.RetryCount,
                        Timeout         = schema.Timeout,
                        BundleName      = Path.GetFileName(bundleLocData.InternalId),
                        BundleSize      = dataSize + headerSize
                    };
                    bundleLocData.Data = requestOptions;

                    var bundleProviderId         = schema.GetBundleCachedProviderId();
                    var virtualBundleRuntimeData = m_CreatedProviderIds[bundleProviderId];
                    virtualBundleRuntimeData.AssetBundles.Add(bundleData);
                }
            }
            foreach (var kvp in m_CreatedProviderIds)
            {
                if (kvp.Value != null)
                {
                    var bundleProviderData = ObjectInitializationData.CreateSerializedInitializationData <VirtualAssetBundleProvider>(kvp.Key, kvp.Value);
                    m_ResourceProviderData.Add(bundleProviderData);
                }
            }

            var contentCatalog = new ContentCatalogData(ResourceManagerRuntimeData.kCatalogAddress);

            contentCatalog.SetData(aaContext.locations, aaContext.Settings.OptimizeCatalogSize);

            contentCatalog.ResourceProviderData.AddRange(m_ResourceProviderData);
            foreach (var t in aaContext.providerTypes)
            {
                contentCatalog.ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData(t));
            }

            contentCatalog.InstanceProviderData = ObjectInitializationData.CreateSerializedInitializationData(instanceProviderType.Value);
            contentCatalog.SceneProviderData    = ObjectInitializationData.CreateSerializedInitializationData(sceneProviderType.Value);

            //save catalog
            WriteFile(string.Format(m_PathFormat, "", "catalog"), JsonUtility.ToJson(contentCatalog), builderInput.Registry);

            foreach (var io in aaSettings.InitializationObjects)
            {
                if (io is IObjectInitializationDataProvider)
                {
                    aaContext.runtimeData.InitializationObjects.Add((io as IObjectInitializationDataProvider).CreateObjectInitializationData());
                }
            }

            var settingsPath = string.Format(m_PathFormat, "", "settings");

            WriteFile(settingsPath, JsonUtility.ToJson(aaContext.runtimeData), builderInput.Registry);

            //inform runtime of the init data path
            var runtimeSettingsPath = string.Format(m_PathFormat, "file://{UnityEngine.Application.dataPath}/../", "settings");

            PlayerPrefs.SetString(Addressables.kAddressablesRuntimeDataPath, runtimeSettingsPath);
            var result = AddressableAssetBuildResult.CreateResult <TResult>(settingsPath, aaContext.locations.Count);

            return(result);
        }
        /// <inheritdoc />
        protected override string ProcessGroup(AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
        {
            var errorString = string.Empty;
            PlayerDataGroupSchema playerSchema = assetGroup.GetSchema <PlayerDataGroupSchema>();

            if (playerSchema != null)
            {
                if (CreateLocationsForPlayerData(playerSchema, assetGroup, aaContext.locations, aaContext.providerTypes))
                {
                    if (!m_CreatedProviderIds.ContainsKey(typeof(LegacyResourcesProvider).Name))
                    {
                        m_CreatedProviderIds.Add(typeof(LegacyResourcesProvider).Name, null);
                        m_ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData(typeof(LegacyResourcesProvider)));
                    }
                }
                return(errorString);
            }

            var schema = assetGroup.GetSchema <BundledAssetGroupSchema>();

            if (schema == null)
            {
                return(errorString);
            }

            var bundledProviderId = schema.GetBundleCachedProviderId();
            var assetProviderId   = schema.GetAssetCachedProviderId();

            if (!m_CreatedProviderIds.ContainsKey(bundledProviderId))
            {
                //TODO: pull from schema instead of ProjectConfigData
                var virtualBundleRuntimeData = new VirtualAssetBundleRuntimeData(ProjectConfigData.localLoadSpeed, ProjectConfigData.remoteLoadSpeed);
                //save virtual runtime data to collect assets into virtual bundles
                m_CreatedProviderIds.Add(bundledProviderId, virtualBundleRuntimeData);
            }

            if (!m_CreatedProviderIds.ContainsKey(assetProviderId))
            {
                m_CreatedProviderIds.Add(assetProviderId, null);

                var assetProviderData = ObjectInitializationData.CreateSerializedInitializationData <VirtualBundledAssetProvider>(assetProviderId);
                m_ResourceProviderData.Add(assetProviderData);
            }


            var bundleInputDefs = new List <AssetBundleBuild>();
            List <AddressableAssetEntry> list = BuildScriptPackedMode.PrepGroupBundlePacking(assetGroup, bundleInputDefs, schema);

            aaContext.assetEntries.AddRange(list);
            for (int i = 0; i < bundleInputDefs.Count; i++)
            {
                if (aaContext.bundleToAssetGroup.ContainsKey(bundleInputDefs[i].assetBundleName))
                {
                    var bid     = bundleInputDefs[i];
                    int count   = 1;
                    var newName = bid.assetBundleName;
                    while (aaContext.bundleToAssetGroup.ContainsKey(newName) && count < 1000)
                    {
                        newName = bid.assetBundleName.Replace(".bundle", string.Format("{0}.bundle", count++));
                    }
                    bundleInputDefs[i] = new AssetBundleBuild {
                        assetBundleName = newName, addressableNames = bid.addressableNames, assetBundleVariant = bid.assetBundleVariant, assetNames = bid.assetNames
                    };
                }

                aaContext.bundleToAssetGroup.Add(bundleInputDefs[i].assetBundleName, assetGroup.Guid);
            }

            m_AllBundleInputDefinitions.AddRange(bundleInputDefs);

            return(errorString);
        }
        /// <summary>
        /// The processing of the bundled asset schema.  This is where the bundle(s) for a given group are actually setup.
        /// </summary>
        /// <param name="schema">The BundledAssetGroupSchema to process</param>
        /// <param name="assetGroup">The group this schema was pulled from</param>
        /// <param name="aaContext">The general Addressables build builderInput</param>
        /// <returns></returns>
        protected virtual string ProcessBundledAssetSchema(
            BundledAssetGroupSchema schema,
            AddressableAssetGroup assetGroup,
            AddressableAssetsBuildContext aaContext)
        {
            if (schema == null || !schema.IncludeInBuild)
            {
                return(string.Empty);
            }

            var errorStr = ErrorCheckBundleSettings(schema, assetGroup, aaContext.settings);

            if (!string.IsNullOrEmpty(errorStr))
            {
                return(errorStr);
            }

            var bundledProviderId = schema.GetBundleCachedProviderId();
            var assetProviderId   = schema.GetAssetCachedProviderId();

            if (!m_CreatedProviderIds.Contains(bundledProviderId))
            {
                m_CreatedProviderIds.Add(bundledProviderId);

                var bundleProviderType = schema.AssetBundleProviderType.Value;
                m_Linker.AddTypes(bundleProviderType);

                var bundleProviderData = ObjectInitializationData.CreateSerializedInitializationData(bundleProviderType, bundledProviderId);
                m_Linker.AddTypes(bundleProviderData.GetRuntimeTypes());
                m_ResourceProviderData.Add(bundleProviderData);
            }

            if (!m_CreatedProviderIds.Contains(assetProviderId))
            {
                m_CreatedProviderIds.Add(assetProviderId);
                var assetProviderType = schema.BundledAssetProviderType.Value;
                m_Linker.AddTypes(assetProviderType);

                var assetProviderData = ObjectInitializationData.CreateSerializedInitializationData(assetProviderType, assetProviderId);
                m_ResourceProviderData.Add(assetProviderData);
                m_Linker.AddTypes(assetProviderData.GetRuntimeTypes());
            }

            var bundleInputDefs = new List <AssetBundleBuild>();

            PrepGroupBundlePacking(assetGroup, bundleInputDefs, aaContext.locations, schema.BundleMode);
            for (int i = 0; i < bundleInputDefs.Count; i++)
            {
                if (aaContext.bundleToAssetGroup.ContainsKey(bundleInputDefs[i].assetBundleName))
                {
                    var bid     = bundleInputDefs[i];
                    int count   = 1;
                    var newName = bid.assetBundleName;
                    while (aaContext.bundleToAssetGroup.ContainsKey(newName) && count < 1000)
                    {
                        newName = bid.assetBundleName.Replace(".bundle", string.Format("{0}.bundle", count++));
                    }
                    bundleInputDefs[i] = new AssetBundleBuild {
                        assetBundleName = newName, addressableNames = bid.addressableNames, assetBundleVariant = bid.assetBundleVariant, assetNames = bid.assetNames
                    };
                }

                aaContext.bundleToAssetGroup.Add(bundleInputDefs[i].assetBundleName, assetGroup.Guid);
            }
            m_AllBundleInputDefs.AddRange(bundleInputDefs);
            return(string.Empty);
        }
Пример #7
0
 /// <summary>
 /// Build processing of an individual group.
 /// </summary>
 /// <param name="assetGroup">The group to process</param>
 /// <param name="aaContext">The Addressables builderInput object to base the group processing on</param>
 /// <returns>An error string if there were any problems processing the groups</returns>
 protected virtual string ProcessGroup(AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
 {
     return(string.Empty);
 }
Пример #8
0
        internal void InitializeBuildContext(AddressablesDataBuilderInput builderInput, out AddressableAssetsBuildContext aaContext)
        {
            var aaSettings = builderInput.AddressableSettings;

            m_AllBundleInputDefs     = new List <AssetBundleBuild>();
            m_OutputAssetBundleNames = new List <string>();
            var bundleToAssetGroup = new Dictionary <string, string>();
            var runtimeData        = new ResourceManagerRuntimeData
            {
                CertificateHandlerType        = aaSettings.CertificateHandlerType,
                BuildTarget                   = builderInput.Target.ToString(),
                ProfileEvents                 = builderInput.ProfilerEventsEnabled,
                LogResourceManagerExceptions  = aaSettings.buildSettings.LogResourceManagerExceptions,
                DisableCatalogUpdateOnStartup = aaSettings.DisableCatalogUpdateOnStartup,
                IsLocalCatalogInBundle        = aaSettings.BundleLocalCatalog
            };

            m_Linker = new LinkXmlGenerator();
            m_Linker.SetTypeConversion(typeof(UnityEditor.Animations.AnimatorController), typeof(RuntimeAnimatorController));
            m_Linker.AddTypes(runtimeData.CertificateHandlerType);

            m_ResourceProviderData = new List <ObjectInitializationData>();
            aaContext = new AddressableAssetsBuildContext
            {
                Settings           = aaSettings,
                runtimeData        = runtimeData,
                bundleToAssetGroup = bundleToAssetGroup,
                locations          = new List <ContentCatalogDataEntry>(),
                providerTypes      = new HashSet <Type>()
            };

            m_CreatedProviderIds = new HashSet <string>();
        }
Пример #9
0
        internal bool CreateCatalogFiles(string jsonText, AddressablesDataBuilderInput builderInput, AddressableAssetsBuildContext aaContext)
        {
            if (string.IsNullOrEmpty(jsonText) || builderInput == null || aaContext == null)
            {
                Addressables.LogError("Unable to create content catalog (Null arguments).");
                return(false);
            }

            // Path needs to be resolved at runtime.
            string localLoadPath = "{UnityEngine.AddressableAssets.Addressables.RuntimePath}/" + builderInput.RuntimeCatalogFilename;

            m_CatalogBuildPath = Path.Combine(Addressables.BuildPath, builderInput.RuntimeCatalogFilename);

            if (aaContext.Settings.BundleLocalCatalog)
            {
                localLoadPath      = localLoadPath.Replace(".json", ".bundle");
                m_CatalogBuildPath = m_CatalogBuildPath.Replace(".json", ".bundle");
                var returnCode = CreateCatalogBundle(m_CatalogBuildPath, jsonText, builderInput);
                if (returnCode != ReturnCode.Success || !File.Exists(m_CatalogBuildPath))
                {
                    Addressables.LogError($"An error occured during the creation of the content catalog bundle (return code {returnCode}).");
                    return(false);
                }
            }
            else
            {
                WriteFile(m_CatalogBuildPath, jsonText, builderInput.Registry);
            }

            string[] dependencyHashes = null;
            if (aaContext.Settings.BuildRemoteCatalog)
            {
                dependencyHashes = CreateRemoteCatalog(jsonText, aaContext.runtimeData.CatalogLocations, aaContext.Settings, builderInput);
            }

            aaContext.runtimeData.CatalogLocations.Add(new ResourceLocationData(
                                                           new[] { ResourceManagerRuntimeData.kCatalogAddress },
                                                           localLoadPath,
                                                           typeof(ContentCatalogProvider),
                                                           typeof(ContentCatalogData),
                                                           dependencyHashes));

            return(true);
        }
Пример #10
0
        /// <summary>
        /// The method that does the actual building after all the groups have been processed.
        /// </summary>
        /// <param name="builderInput">The generic builderInput of the</param>
        /// <param name="aaContext"></param>
        /// <typeparam name="TResult"></typeparam>
        /// <returns></returns>
        protected virtual TResult DoBuild <TResult>(AddressablesDataBuilderInput builderInput, AddressableAssetsBuildContext aaContext) where TResult : IDataBuilderResult
        {
            ExtractDataTask         extractData          = new ExtractDataTask();
            List <CachedAssetState> carryOverCachedState = new List <CachedAssetState>();
            var tempPath = Path.GetDirectoryName(Application.dataPath) + "/Library/com.unity.addressables/" + PlatformMappingService.GetPlatform() + "/addressables_content_state.bin";

            var playerBuildVersion = builderInput.PlayerVersion;

            if (m_AllBundleInputDefs.Count > 0)
            {
                if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
                {
                    return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "Unsaved scenes"));
                }

                var buildTarget      = builderInput.Target;
                var buildTargetGroup = builderInput.TargetGroup;

                var buildParams = new AddressableAssetsBundleBuildParameters(
                    aaContext.Settings,
                    aaContext.bundleToAssetGroup,
                    buildTarget,
                    buildTargetGroup,
                    aaContext.Settings.buildSettings.bundleBuildPath);

                var builtinShaderBundleName = aaContext.Settings.DefaultGroup.Guid + "_unitybuiltinshaders.bundle";
                var buildTasks = RuntimeDataBuildTasks(builtinShaderBundleName);
                buildTasks.Add(extractData);

                IBundleBuildResults results;
                using (m_Log.ScopedStep(LogLevel.Info, "ContentPipeline.BuildAssetBundles"))
                {
                    var exitCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(m_AllBundleInputDefs), out results, buildTasks, aaContext, m_Log);

                    if (exitCode < ReturnCode.Success)
                    {
                        return(AddressableAssetBuildResult.CreateResult <TResult>(null, 0, "SBP Error" + exitCode));
                    }
                }

                var groups = aaContext.Settings.groups.Where(g => g != null);

                using (m_Log.ScopedStep(LogLevel.Info, "PostProcessBundles"))
                    using (var progressTracker = new UnityEditor.Build.Pipeline.Utilities.ProgressTracker())
                    {
                        progressTracker.UpdateTask("Post Processing AssetBundles");

                        Dictionary <string, ContentCatalogDataEntry> primaryKeyToCatalogEntry = new Dictionary <string, ContentCatalogDataEntry>();
                        foreach (var loc in aaContext.locations)
                        {
                            if (loc != null && loc.Keys[0] != null && loc.Keys[0] is string && !primaryKeyToCatalogEntry.ContainsKey((string)loc.Keys[0]))
                            {
                                primaryKeyToCatalogEntry[(string)loc.Keys[0]] = loc;
                            }
                        }

                        foreach (var assetGroup in groups)
                        {
                            if (aaContext.assetGroupToBundles.TryGetValue(assetGroup, out List <string> buildBundles))
                            {
                                List <string> outputBundles = new List <string>();
                                for (int i = 0; i < buildBundles.Count; ++i)
                                {
                                    var b = m_AllBundleInputDefs.FindIndex(inputDef =>
                                                                           buildBundles[i].StartsWith(inputDef.assetBundleName));
                                    outputBundles.Add(b >= 0 ? m_OutputAssetBundleNames[b] : buildBundles[i]);
                                }

                                PostProcessBundles(assetGroup, buildBundles, outputBundles, results, extractData.WriteData, aaContext.runtimeData, aaContext.locations, builderInput.Registry, primaryKeyToCatalogEntry);
                            }
                        }
                    }

                ProcessCatalogEntriesForBuild(aaContext, m_Log, groups, builderInput, extractData.WriteData, carryOverCachedState, m_BundleToInternalId);

                foreach (var r in results.WriteResults)
                {
                    m_Linker.AddTypes(r.Value.includedTypes);
                }
            }

            var contentCatalog = new ContentCatalogData(aaContext.locations, ResourceManagerRuntimeData.kCatalogAddress);

            contentCatalog.ResourceProviderData.AddRange(m_ResourceProviderData);
            foreach (var t in aaContext.providerTypes)
            {
                contentCatalog.ResourceProviderData.Add(ObjectInitializationData.CreateSerializedInitializationData(t));
            }

            contentCatalog.InstanceProviderData = ObjectInitializationData.CreateSerializedInitializationData(instanceProviderType.Value);
            contentCatalog.SceneProviderData    = ObjectInitializationData.CreateSerializedInitializationData(sceneProviderType.Value);

            //save catalog
            var jsonText = JsonUtility.ToJson(contentCatalog);

            CreateCatalogFiles(jsonText, builderInput, aaContext);

            foreach (var pd in contentCatalog.ResourceProviderData)
            {
                m_Linker.AddTypes(pd.ObjectType.Value);
                m_Linker.AddTypes(pd.GetRuntimeTypes());
            }
            m_Linker.AddTypes(contentCatalog.InstanceProviderData.ObjectType.Value);
            m_Linker.AddTypes(contentCatalog.InstanceProviderData.GetRuntimeTypes());
            m_Linker.AddTypes(contentCatalog.SceneProviderData.ObjectType.Value);
            m_Linker.AddTypes(contentCatalog.SceneProviderData.GetRuntimeTypes());

            foreach (var io in aaContext.Settings.InitializationObjects)
            {
                var provider = io as IObjectInitializationDataProvider;
                if (provider != null)
                {
                    var id = provider.CreateObjectInitializationData();
                    aaContext.runtimeData.InitializationObjects.Add(id);
                    m_Linker.AddTypes(id.ObjectType.Value);
                    m_Linker.AddTypes(id.GetRuntimeTypes());
                }
            }

            m_Linker.AddTypes(typeof(Addressables));
            m_Linker.Save(Addressables.BuildPath + "/link.xml");
            var settingsPath = Addressables.BuildPath + "/" + builderInput.RuntimeSettingsFilename;

            WriteFile(settingsPath, JsonUtility.ToJson(aaContext.runtimeData), builderInput.Registry);

            var opResult = AddressableAssetBuildResult.CreateResult <TResult>(settingsPath, aaContext.locations.Count);
            //save content update data if building for the player
            var allEntries = new List <AddressableAssetEntry>();

            aaContext.Settings.GetAllAssets(allEntries, false, g => g != null && g.HasSchema <ContentUpdateGroupSchema>() && g.GetSchema <ContentUpdateGroupSchema>().StaticContent);

            var remoteCatalogLoadPath = aaContext.Settings.BuildRemoteCatalog ? aaContext.Settings.RemoteCatalogLoadPath.GetValue(aaContext.Settings) : string.Empty;

            if (extractData.BuildCache != null && ContentUpdateScript.SaveContentState(aaContext.locations, tempPath, allEntries, extractData.DependencyData, playerBuildVersion, remoteCatalogLoadPath, carryOverCachedState))
            {
                try {
                    var contentStatePath = ContentUpdateScript.GetContentStateDataPath(false);
                    File.Copy(tempPath, contentStatePath, true);
                    builderInput.Registry.AddFile(contentStatePath);
                }
                catch (Exception e)
                {
                    Debug.LogException(e);
                }
            }

            return(opResult);
        }