Steam Audio tryout
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141
Assets/Plugins/SteamAudio/Scripts/Runtime/SerializedObject.cs
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141
Assets/Plugins/SteamAudio/Scripts/Runtime/SerializedObject.cs
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//
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// Copyright 2017-2023 Valve Corporation.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#if STEAMAUDIO_ENABLED
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace SteamAudio
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{
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public class SerializedObject
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{
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IntPtr mSerializedObject = IntPtr.Zero;
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IntPtr mDataBuffer = IntPtr.Zero;
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static List<SerializedData> sAssetsToFlush = null;
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public SerializedObject(Context context)
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{
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var serializedObjectSettings = new SerializedObjectSettings { };
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API.iplSerializedObjectCreate(context.Get(), ref serializedObjectSettings, out mSerializedObject);
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}
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public SerializedObject(Context context, SerializedData dataAsset)
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{
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var data = dataAsset.data;
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mDataBuffer = Marshal.AllocHGlobal(data.Length);
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Marshal.Copy(data, 0, mDataBuffer, data.Length);
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var serializedObjectSettings = new SerializedObjectSettings { };
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serializedObjectSettings.data = mDataBuffer;
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serializedObjectSettings.size = (UIntPtr) data.Length;
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API.iplSerializedObjectCreate(context.Get(), ref serializedObjectSettings, out mSerializedObject);
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}
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public SerializedObject(SerializedObject serializedObject)
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{
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mSerializedObject = API.iplSerializedObjectRetain(serializedObject.Get());
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}
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~SerializedObject()
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{
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Release();
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}
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public void Release()
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{
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if (mDataBuffer != IntPtr.Zero)
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{
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Marshal.FreeHGlobal(mDataBuffer);
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mDataBuffer = IntPtr.Zero;
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}
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API.iplSerializedObjectRelease(ref mSerializedObject);
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}
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public IntPtr Get()
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{
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return mSerializedObject;
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}
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public UIntPtr GetSize()
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{
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return API.iplSerializedObjectGetSize(mSerializedObject);
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}
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public IntPtr GetData()
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{
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return API.iplSerializedObjectGetData(mSerializedObject);
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}
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public void WriteToFile(SerializedData dataAsset, bool flush = true)
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{
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var dataSize = GetSize();
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var dataBuffer = GetData();
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dataAsset.data = new byte[(int) dataSize];
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Marshal.Copy(dataBuffer, dataAsset.data, 0, (int) dataSize);
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if (flush)
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{
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FlushWrite(dataAsset);
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}
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else
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{
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if (sAssetsToFlush == null)
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{
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sAssetsToFlush = new List<SerializedData>();
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}
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sAssetsToFlush.Add(dataAsset);
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}
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}
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public static void FlushWrite(SerializedData dataAsset)
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{
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#if UNITY_EDITOR
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var assetPaths = new string[1];
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assetPaths[0] = AssetDatabase.GetAssetPath(dataAsset);
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// TODO: Deprecate older versions of Unity.
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#if UNITY_2017_3_OR_NEWER
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AssetDatabase.ForceReserializeAssets(assetPaths);
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#endif
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#endif
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}
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public static void FlushAllWrites()
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{
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if (sAssetsToFlush == null)
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return;
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foreach (var dataAsset in sAssetsToFlush)
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{
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FlushWrite(dataAsset);
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}
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sAssetsToFlush.Clear();
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}
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}
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}
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#endif
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