2023-05-08 15:56:10 +03:00

620 lines
25 KiB
C#

#if UNITY_EDITOR
using FishNet.Configuring;
using FishNet.Managing.Object;
using FishNet.Object;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityDebug = UnityEngine.Debug;
namespace FishNet.Editing.PrefabCollectionGenerator
{
internal sealed class Generator : AssetPostprocessor
{
public Generator()
{
if (!_subscribed)
{
_subscribed = true;
EditorApplication.update += OnEditorUpdate;
}
}
~Generator()
{
if (_subscribed)
{
_subscribed = false;
EditorApplication.update -= OnEditorUpdate;
}
}
#region Types.
private struct SpecifiedFolder
{
public string Path;
public bool Recursive;
public SpecifiedFolder(string path, bool recursive)
{
Path = path;
Recursive = recursive;
}
}
#endregion
#region Public.
/// <summary>
/// True to ignore post process changes.
/// </summary>
public static bool IgnorePostProcess = false;
#endregion
#region Private.
/// <summary>
/// Last asset to import when there was only one imported asset and no other changes.
/// </summary>
private static string _lastSingleImportedAsset = string.Empty;
/// <summary>
/// Cached DefaultPrefabObjects reference.
/// </summary>
private static DefaultPrefabObjects _cachedDefaultPrefabs;
/// <summary>
/// True to refresh prefabs next update.
/// </summary>
private static bool _retryRefreshDefaultPrefabs;
/// <summary>
/// True if already subscribed to EditorApplication.Update.
/// </summary>
private static bool _subscribed;
/// <summary>
/// True if ran once since editor started.
/// </summary>
[System.NonSerialized]
private static bool _ranOnce;
/// <summary>
/// Last paths of updated nobs during a changed update.
/// </summary>
[System.NonSerialized]
private static List<string> _lastUpdatedNamePaths = new List<string>();
/// <summary>
/// Last frame changed was updated.
/// </summary>
[System.NonSerialized]
private static int _lastUpdatedFrame = -1;
/// <summary>
/// Length of assets strings during the last update.
/// </summary>
[System.NonSerialized]
private static int _lastUpdatedLengths = -1;
#endregion
public static string[] GetPrefabFiles(string startingPath, HashSet<string> excludedPaths, bool recursive)
{
//Opportunity to exit early if there are no excluded paths.
if (excludedPaths.Count == 0)
{
string[] strResults = Directory.GetFiles(startingPath, "*.prefab", SearchOption.AllDirectories);
return strResults;
}
//starting path is excluded.
if (excludedPaths.Contains(startingPath))
return new string[0];
//Folders remaining to be iterated.
List<string> enumeratedCollection = new List<string>() { startingPath };
//Only check other directories if recursive.
if (recursive)
{
//Find all folders which aren't excluded.
for (int i = 0; i < enumeratedCollection.Count; i++)
{
string[] allFolders = Directory.GetDirectories(enumeratedCollection[i], "*", SearchOption.TopDirectoryOnly);
for (int z = 0; z < allFolders.Length; z++)
{
string current = allFolders[z];
//Not excluded.
if (!excludedPaths.Contains(current))
enumeratedCollection.Add(current);
}
}
}
//Valid prefab files.
List<string> results = new List<string>();
//Build files from folders.
int count = enumeratedCollection.Count;
for (int i = 0; i < count; i++)
{
string[] r = Directory.GetFiles(enumeratedCollection[i], "*.prefab", SearchOption.TopDirectoryOnly);
results.AddRange(r);
}
return results.ToArray();
}
/// <summary>
/// Removes paths which may overlap each other, such as sub directories.
/// </summary>
private static void RemoveOverlappingFolders(List<SpecifiedFolder> folders)
{
for (int z = 0; z < folders.Count; z++)
{
for (int i = 0; i < folders.Count; i++)
{
//Do not check against self.
if (i == z)
continue;
//Duplicate.
if (folders[z].Path.Equals(folders[i].Path, System.StringComparison.OrdinalIgnoreCase))
{
UnityDebug.LogError($"The same path is specified multiple times in the DefaultPrefabGenerator settings. Remove the duplicate to clear this error.");
folders.RemoveAt(i);
break;
}
/* We are checking if i can be within
* z. This is only possible if i is longer
* than z. */
if (folders[i].Path.Length < folders[z].Path.Length)
continue;
/* Do not need to check if not recursive.
* Only recursive needs to be checked because
* a shorter recursive path could contain
* a longer path. */
if (!folders[z].Recursive)
continue;
//Compare paths.
string zPath = GetPathWithSeparator(folders[z].Path);
string iPath = zPath.Substring(0, zPath.Length);
//If paths match.
if (iPath.Equals(zPath, System.StringComparison.OrdinalIgnoreCase))
{
UnityDebug.LogError($"Path {folders[i].Path} is included within recursive path {folders[z].Path}. Remove path {folders[i].Path} to clear this error.");
folders.RemoveAt(i);
break;
}
}
}
string GetPathWithSeparator(string txt)
{
return txt.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar)
+ Path.DirectorySeparatorChar;
}
}
/// <summary>
/// Returns a message to attach to logs if objects were dirtied.
/// </summary>
private static string GetDirtiedMessage(PrefabGeneratorConfigurations settings, bool dirtied)
{
if (!settings.SaveChanges && dirtied)
return " One or more NetworkObjects were dirtied. Please save your project.";
else
return string.Empty;
}
/// <summary>
/// Updates prefabs by using only changed information.
/// </summary>
public static void GenerateChanged(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, PrefabGeneratorConfigurations settings = null)
{
if (settings == null)
settings = Configuration.Configurations.PrefabGenerator;
if (!settings.Enabled)
return;
bool log = settings.LogToConsole;
Stopwatch sw = (log) ? Stopwatch.StartNew() : null;
DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects(settings);
//No need to error if nto found, GetDefaultPrefabObjects will.
if (prefabCollection == null)
return;
int assetsLength = (importedAssets.Length + deletedAssets.Length + movedAssets.Length + movedFromAssetPaths.Length);
List<string> changedNobPaths = new List<string>();
System.Type goType = typeof(UnityEngine.GameObject);
IterateAssetCollection(importedAssets);
IterateAssetCollection(movedAssets);
//True if dirtied by changes.
bool dirtied;
//First remove null entries.
int startCount = prefabCollection.GetObjectCount();
prefabCollection.RemoveNull();
dirtied = (prefabCollection.GetObjectCount() != startCount);
//First index which new objects will be added to.
int firstAddIndex = (prefabCollection.GetObjectCount() - 1);
//Iterates strings adding prefabs to collection.
void IterateAssetCollection(string[] c)
{
foreach (string item in c)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(item);
if (assetType != goType)
continue;
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(item);
if (nob != null)
{
changedNobPaths.Add(item);
prefabCollection.AddObject(nob, true);
dirtied = true;
}
}
}
//To prevent out of range.
if (firstAddIndex < 0 || firstAddIndex >= prefabCollection.GetObjectCount())
firstAddIndex = 0;
dirtied |= prefabCollection.SetAssetPathHashes(firstAddIndex);
if (log && dirtied)
UnityDebug.Log($"Default prefab generator updated prefabs in {sw.ElapsedMilliseconds}ms.{GetDirtiedMessage(settings, dirtied)}");
//Check for redundancy.
int frameCount = Time.frameCount;
int changedCount = changedNobPaths.Count;
if (frameCount == _lastUpdatedFrame && assetsLength == _lastUpdatedLengths && (changedCount == _lastUpdatedNamePaths.Count) && changedCount > 0)
{
bool allMatch = true;
for (int i = 0; i < changedCount; i++)
{
if (changedNobPaths[i] != _lastUpdatedNamePaths[i])
{
allMatch = false;
break;
}
}
/* If the import results are the same as the last attempt, on the same frame
* then there is likely an issue saving the assets. */
if (allMatch)
{
//Unset dirtied to prevent a save.
dirtied = false;
//Log this no matter what, it's critical.
UnityDebug.LogError($"Default prefab generator had a problem saving one or more assets. " +
$"This usually occurs when the assets cannot be saved due to missing scripts or serialization errors. " +
$"Please see above any prefabs which could not save any make corrections.");
}
}
//Set last values.
_lastUpdatedFrame = Time.frameCount;
_lastUpdatedNamePaths = changedNobPaths;
_lastUpdatedLengths = assetsLength;
EditorUtility.SetDirty(prefabCollection);
if (dirtied && settings.SaveChanges)
AssetDatabase.SaveAssets();
}
/// <summary>
/// Generates prefabs by iterating all files within settings parameters.
/// </summary>
public static void GenerateFull(PrefabGeneratorConfigurations settings = null, bool forced = false)
{
if (settings == null)
settings = Configuration.Configurations.PrefabGenerator;
if (!forced && !settings.Enabled)
return;
bool log = settings.LogToConsole;
Stopwatch sw = (log) ? Stopwatch.StartNew() : null;
List<NetworkObject> foundNobs = new List<NetworkObject>();
HashSet<string> excludedPaths = new HashSet<string>(settings.ExcludedFolders);
//If searching the entire project.
if (settings.SearchScope == (int)SearchScopeType.EntireProject)
{
foreach (string path in GetPrefabFiles("Assets", excludedPaths, true))
{
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
if (nob != null)
foundNobs.Add(nob);
}
}
//Specific folders.
else if (settings.SearchScope == (int)SearchScopeType.SpecificFolders)
{
List<SpecifiedFolder> folders = GetSpecifiedFolders(settings.IncludedFolders.ToList());
RemoveOverlappingFolders(folders);
foreach (SpecifiedFolder sf in folders)
{
//If specified folder doesn't exist then continue.
if (!Directory.Exists(sf.Path))
continue;
foreach (string path in GetPrefabFiles(sf.Path, excludedPaths, sf.Recursive))
{
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
if (nob != null)
foundNobs.Add(nob);
}
}
}
//Unhandled.
else
{
UnityDebug.LogError($"{settings.SearchScope} is not handled; default prefabs will not generator properly.");
}
DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects(settings);
//No need to error if not found, GetDefaultPrefabObjects will throw.
if (prefabCollection == null)
return;
//Clear and add built list.
prefabCollection.Clear();
prefabCollection.AddObjects(foundNobs, false);
bool dirtied = prefabCollection.SetAssetPathHashes(0);
int newCount = prefabCollection.GetObjectCount();
if (log)
{
string dirtiedMessage = (newCount > 0) ? GetDirtiedMessage(settings, dirtied) : string.Empty;
UnityDebug.Log($"Default prefab generator found {newCount} prefabs in {sw.ElapsedMilliseconds}ms.{dirtiedMessage}");
}
//Only set dirty if and save if prefabs were found.
if (newCount > 0)
{
EditorUtility.SetDirty(prefabCollection);
if (settings.SaveChanges)
AssetDatabase.SaveAssets();
}
}
/// <summary>
/// Iterates folders building them into SpecifiedFolders.
/// </summary>
private static List<SpecifiedFolder> GetSpecifiedFolders(List<string> folders)
{
List<SpecifiedFolder> results = new List<SpecifiedFolder>();
//Remove astericks.
foreach (string path in folders)
{
int pLength = path.Length;
if (pLength == 0)
continue;
bool recursive;
string p;
//If the last character indicates resursive.
if (path.Substring(pLength - 1, 1) == "*")
{
p = path.Substring(0, pLength - 1);
recursive = true;
}
else
{
p = path;
recursive = false;
}
results.Add(new SpecifiedFolder(p, recursive));
}
return results;
}
/// <summary>
/// Returns the DefaultPrefabObjects file.
/// </summary>
private static DefaultPrefabObjects GetDefaultPrefabObjects(PrefabGeneratorConfigurations settings = null)
{
if (settings == null)
settings = Configuration.Configurations.PrefabGenerator;
//Load the prefab collection
string defaultPrefabsPath = settings.DefaultPrefabObjectsPath;
defaultPrefabsPath = defaultPrefabsPath.Replace(@"\", "/");
string fullDefaultPrefabsPath = (defaultPrefabsPath.Length > 0) ? Path.GetFullPath(defaultPrefabsPath) : string.Empty;
//If cached prefabs is not the same path as assetPath.
if (_cachedDefaultPrefabs != null)
{
string unityAssetPath = AssetDatabase.GetAssetPath(_cachedDefaultPrefabs);
string fullCachedPath = (unityAssetPath.Length > 0) ? Path.GetFullPath(unityAssetPath) : string.Empty;
if (fullCachedPath != fullDefaultPrefabsPath)
_cachedDefaultPrefabs = null;
}
//If cached is null try to get it.
if (_cachedDefaultPrefabs == null)
{
//Only try to load it if file exist.
if (File.Exists(fullDefaultPrefabsPath))
{
_cachedDefaultPrefabs = AssetDatabase.LoadAssetAtPath<DefaultPrefabObjects>(defaultPrefabsPath);
if (_cachedDefaultPrefabs == null)
{
//If already retried then throw an error.
if (_retryRefreshDefaultPrefabs)
{
UnityDebug.LogError("DefaultPrefabObjects file exists but it could not be loaded by Unity. Use the Fish-Networking menu to Refresh Default Prefabs.");
}
else
{
UnityDebug.Log("DefaultPrefabObjects file exists but it could not be loaded by Unity. Trying to reload the file next frame.");
_retryRefreshDefaultPrefabs = true;
}
return null;
}
}
}
if (_cachedDefaultPrefabs == null)
{
string fullPath = Path.GetFullPath(defaultPrefabsPath);
UnityDebug.Log($"Creating a new DefaultPrefabsObject at {fullPath}.");
string directory = Path.GetDirectoryName(fullPath);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
AssetDatabase.Refresh();
}
_cachedDefaultPrefabs = ScriptableObject.CreateInstance<DefaultPrefabObjects>();
AssetDatabase.CreateAsset(_cachedDefaultPrefabs, defaultPrefabsPath);
AssetDatabase.SaveAssets();
}
if (_cachedDefaultPrefabs != null && _retryRefreshDefaultPrefabs)
UnityDebug.Log("DefaultPrefabObjects found on the second iteration.");
return _cachedDefaultPrefabs;
}
/// <summary>
/// Called every frame the editor updates.
/// </summary>
private static void OnEditorUpdate()
{
if (!_retryRefreshDefaultPrefabs)
return;
GenerateFull();
_retryRefreshDefaultPrefabs = false;
}
/// <summary>
/// Called by Unity when assets are modified.
/// </summary>
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
if (Application.isPlaying)
return;
//If retrying next frame don't bother updating, next frame will do a full refresh.
if (_retryRefreshDefaultPrefabs)
return;
//Post process is being ignored. Could be temporary or user has disabled this feature.
if (IgnorePostProcess)
return;
/* Don't iterate if updating or compiling as that could cause an infinite loop
* due to the prefabs being generated during an update, which causes the update
* to start over, which causes the generator to run again, which... you get the idea. */
if (EditorApplication.isCompiling)
return;
DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects();
if (prefabCollection == null)
return;
PrefabGeneratorConfigurations settings = Configuration.Configurations.PrefabGenerator;
if (prefabCollection.GetObjectCount() == 0)
{
//If there are no prefabs then do a full rebuild. Odds of there being none are pretty much nill.
GenerateFull(settings);
}
else
{
int totalChanges = importedAssets.Length + deletedAssets.Length + movedAssets.Length + movedFromAssetPaths.Length;
//Nothing has changed. This shouldn't occur but unity is funny so we're going to check anyway.
if (totalChanges == 0)
return;
//normalizes path.
string dpoPath = Path.GetFullPath(settings.DefaultPrefabObjectsPath);
//If total changes is 1 and the only changed file is the default prefab collection then do nothing.
if (totalChanges == 1)
{
//Do not need to check movedFromAssetPaths because that's not possible for this check.
if ((importedAssets.Length == 1 && Path.GetFullPath(importedAssets[0]) == dpoPath)
|| (deletedAssets.Length == 1 && Path.GetFullPath(deletedAssets[0]) == dpoPath)
|| (movedAssets.Length == 1 && Path.GetFullPath(movedAssets[0]) == dpoPath))
return;
/* If the only change is an import then check if the imported file
* is the same as the last, and if so check into returning early.
* For some reason occasionally when files are saved unity runs postprocess
* multiple times on the same file. */
string imported = (importedAssets.Length == 1) ? importedAssets[0] : null;
if (imported != null && imported == _lastSingleImportedAsset)
{
//If here then the file is the same. Make sure it's already in the collection before returning.
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(imported);
//Not a gameObject, no reason to continue.
if (assetType != typeof(GameObject))
return;
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(imported);
//If is a networked object.
if (nob != null)
{
//Already added!
if (prefabCollection.Prefabs.Contains(nob))
return;
}
}
else if (imported != null)
{
_lastSingleImportedAsset = imported;
}
}
bool fullRebuild = settings.FullRebuild;
/* If updating FN. This needs to be done a better way.
* Parsing the actual version file would be better.
* I'll get to it next release. */
if (!_ranOnce)
{
_ranOnce = true;
fullRebuild = true;
}
else
{
CheckForVersionFile(importedAssets);
CheckForVersionFile(deletedAssets);
CheckForVersionFile(movedAssets);
CheckForVersionFile(movedFromAssetPaths);
}
/* See if any of the changed files are the version file.
* A new version file suggests an update. Granted, this could occur if
* other assets imported a new version file as well but better
* safe than sorry. */
void CheckForVersionFile(string[] arr)
{
string targetText = "VERSION.txt".ToLower();
int targetLength = targetText.Length;
for (int i = 0; i < arr.Length; i++)
{
string item = arr[i];
int itemLength = item.Length;
if (itemLength < targetLength)
continue;
item = item.ToLower();
int startIndex = (itemLength - targetLength);
if (item.Substring(startIndex, targetLength) == targetText)
{
fullRebuild = true;
return;
}
}
}
if (fullRebuild)
GenerateFull(settings);
else
GenerateChanged(importedAssets, deletedAssets, movedAssets, movedFromAssetPaths, settings);
}
}
}
}
#endif