internal static Hash128 GetHash(string guid, BuildTarget target, ImportMode importMode) { LiveLinkBuildPipeline.RemapBuildInAssetGuid(ref guid); AssetBundleTypeCache.RegisterMonoScripts(); // TODO: GetArtifactHash needs to take BuildTarget so we can get Artifacts for other than the ActiveBuildTarget return(AssetDatabaseCompatibility.GetArtifactHash(guid, typeof(LiveLinkBuildImporter), importMode)); }
// 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, Func <Type, IBuildComponent> getRequiredComponent, Action <string, string> RegisterFileCopy, string outputStreamingAssetsDirectory, string buildWorkingDirectory) { T GetRequiredComponent <T>() => (T)getRequiredComponent(typeof(T)); var profile = GetRequiredComponent <ClassicBuildProfile>(); if (profile.Target == BuildTarget.NoTarget) { throw new InvalidOperationException($"Invalid build target '{profile.Target.ToString()}'."); } if (profile.Target != EditorUserBuildSettings.activeBuildTarget) { throw new InvalidOperationException($"ActiveBuildTarget must be switched before the {nameof(SubSceneBuildCode)} runs."); } var content = new BundleBuildContent(new AssetBundleBuild[0]); var sceneList = GetRequiredComponent <SceneList>(); var bundleNames = new List <string>(); var subSceneGuids = sceneList.GetScenePathsForBuild().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);
public static Hash128[] GetSubSceneGuids(string guid) { var hash = AssetDatabaseCompatibility.GetArtifactHash(guid, typeof(SceneMetaDataImporter), ImportMode.Synchronous); AssetDatabaseCompatibility.GetArtifactPaths(hash, out string[] paths); var metaPath = paths.First(o => o.EndsWith("scenemeta")); BlobAssetReference <SceneMetaData> sceneMetaDataRef; if (!BlobAssetReference <SceneMetaData> .TryRead(metaPath, SceneMetaDataImporter.CurrentFileFormatVersion, out sceneMetaDataRef)) { return(new Hash128[0]); } Hash128[] guids = sceneMetaDataRef.Value.SubScenes.ToArray(); sceneMetaDataRef.Dispose(); return(guids); }