UnityGame/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Flow/Description/UnitAnalyser.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Unity.VisualScripting
{
[Analyser(typeof(IUnit))]
public class UnitAnalyser<TUnit> : Analyser<TUnit, UnitAnalysis>
where TUnit : class, IUnit
{
public UnitAnalyser(GraphReference reference, TUnit target) : base(reference, target) { }
public TUnit unit => target;
[Assigns]
protected bool IsEntered()
{
using (var recursion = Recursion.New(1))
{
return IsEntered(unit, recursion);
}
}
private static bool IsEntered(IUnit unit, Recursion recursion)
{
if (unit.isControlRoot)
{
return true;
}
foreach (var controlInput in unit.controlInputs)
{
if (!controlInput.isPredictable || controlInput.couldBeEntered)
{
return true;
}
}
foreach (var valueOutput in unit.valueOutputs)
{
if (!recursion?.TryEnter(valueOutput) ?? false)
{
continue;
}
var valueOutputEntered = valueOutput.validConnections.Any(c => IsEntered(c.destination.unit, recursion));
recursion?.Exit(valueOutput);
if (valueOutputEntered)
{
return true;
}
}
return false;
}
private string PortLabel(IUnitPort port)
{
return port.Description<UnitPortDescription>().label;
}
[Assigns]
protected virtual IEnumerable<Warning> Warnings()
{
var isEntered = IsEntered();
if (!unit.isDefined)
{
if (unit.definitionException != null)
{
yield return Warning.Exception(unit.definitionException);
}
else if (!unit.canDefine)
{
yield return Warning.Caution("Node is not properly configured.");
}
}
else if (unit is MissingType)
{
var formerType = $"{(unit as MissingType)?.formerType}";
formerType = string.IsNullOrEmpty(formerType) ? string.Empty : $"'{formerType}'";
yield return new ActionButtonWarning(
WarningLevel.Error,
$"The source script for this node type can't be found. Did you remove its script?\n" +
$"Replace the node or add the {formerType} script file back to your project files.",
"Replace Node",
() =>
{ UnitWidgetHelper.ReplaceUnit(unit, reference, context, context.selection, new EventWrapper(unit)); }
);
yield break;
}
if (!isEntered)
{
yield return Warning.Info("Node is never entered.");
}
// Obsolete attribute is not inherited, so traverse the chain manually
var obsoleteAttribute = unit.GetType().AndHierarchy().FirstOrDefault(t => t.HasAttribute<ObsoleteAttribute>())?.GetAttribute<ObsoleteAttribute>();
if (obsoleteAttribute != null)
{
var unitName = BoltFlowNameUtility.UnitTitle(unit.GetType(), true, false);
if (obsoleteAttribute.Message != null)
{
Debug.LogWarning($"\"{unitName}\" node is deprecated: {obsoleteAttribute.Message}");
yield return Warning.Caution($"Deprecated: {obsoleteAttribute.Message}");
}
else
{
Debug.LogWarning($"\"{unitName}\" node is deprecated.");
yield return Warning.Caution("This node is deprecated.");
}
}
if (unit.isDefined)
{
foreach (var invalidInput in unit.invalidInputs)
{
yield return Warning.Caution($"{PortLabel(invalidInput)} is not used by this unit.");
}
foreach (var invalidOutput in unit.invalidOutputs)
{
yield return Warning.Caution($"{PortLabel(invalidOutput)} is not provided by this unit.");
}
foreach (var validPort in unit.validPorts)
{
if (validPort.hasInvalidConnection)
{
yield return Warning.Caution($"{PortLabel(validPort)} has an invalid connection.");
}
}
#if UNITY_IOS || UNITY_ANDROID || UNITY_TVOS
if (unit is IMouseEventUnit)
{
var graphName = string.IsNullOrEmpty(unit.graph.title) ? "A ScriptGraph" : $"The ScriptGraph {unit.graph.title}";
var unitName = BoltFlowNameUtility.UnitTitle(unit.GetType(), true, false);
Debug.LogWarning($"{graphName} contains a {unitName} node. Presence of MouseEvent nodes might impact performance on handheld devices.");
yield return Warning.Caution("Presence of MouseEvent nodes might impact performance on handheld devices.");
}
#endif
}
foreach (var controlInput in unit.controlInputs)
{
if (!controlInput.hasValidConnection)
{
continue;
}
foreach (var relation in controlInput.relations)
{
if (relation.source is ValueInput)
{
var valueInput = (ValueInput)relation.source;
foreach (var warning in ValueInputWarnings(valueInput))
{
yield return warning;
}
}
}
}
foreach (var controlOutput in unit.controlOutputs)
{
if (!controlOutput.hasValidConnection)
{
continue;
}
var controlInputs = controlOutput.relations.Select(r => r.source).OfType<ControlInput>();
var isTriggered = !controlInputs.Any() || controlInputs.Any(ci => !ci.isPredictable || ci.couldBeEntered);
foreach (var relation in controlOutput.relations)
{
if (relation.source is ValueInput)
{
var valueInput = (ValueInput)relation.source;
foreach (var warning in ValueInputWarnings(valueInput))
{
yield return warning;
}
}
}
if (isEntered && !isTriggered)
{
yield return Warning.Caution($"{PortLabel(controlOutput)} is connected, but it is never triggered.");
}
}
foreach (var valueOutput in unit.valueOutputs)
{
if (!valueOutput.hasValidConnection)
{
continue;
}
foreach (var relation in valueOutput.relations)
{
if (relation.source is ControlInput)
{
var controlInput = (ControlInput)relation.source;
if (isEntered && controlInput.isPredictable && !controlInput.couldBeEntered)
{
yield return Warning.Severe($"{PortLabel(controlInput)} is required, but it is never entered.");
}
}
else if (relation.source is ValueInput)
{
var valueInput = (ValueInput)relation.source;
foreach (var warning in ValueInputWarnings(valueInput))
{
yield return warning;
}
}
}
}
}
private IEnumerable<Warning> ValueInputWarnings(ValueInput valueInput)
{
// We can disable null reference check if no self is available
// and the port requires an owner, for example in macros.
var trustFutureOwner = valueInput.nullMeansSelf && reference.self == null;
var checkForNullReference = BoltFlow.Configuration.predictPotentialNullReferences && !valueInput.allowsNull && !trustFutureOwner;
var checkForMissingComponent = BoltFlow.Configuration.predictPotentialMissingComponents && typeof(Component).IsAssignableFrom(valueInput.type);
// Note that we cannot directly check the input's predicted value, because it
// will return false for safeguard specifically because it might be missing requirements.
// Therefore, we first check the connected value, then the default value.
// If the port is connected to a predictable output, use the connected value to perform checks.
if (valueInput.hasValidConnection)
{
var valueOutput = valueInput.validConnectedPorts.Single();
if (Flow.CanPredict(valueOutput, reference))
{
if (checkForNullReference)
{
if (Flow.Predict(valueOutput, reference) == null)
{
yield return Warning.Severe($"{PortLabel(valueInput)} cannot be null.");
}
}
if (checkForMissingComponent)
{
var connectedPredictedValue = Flow.Predict(valueOutput, reference);
// This check is necessary, because the predicted value could be
// incompatible as connections with non-guaranteed conversions are allowed.
if (ConversionUtility.CanConvert(connectedPredictedValue, typeof(GameObject), true))
{
var gameObject = ConversionUtility.Convert<GameObject>(connectedPredictedValue);
if (gameObject != null)
{
var component = (Component)ConversionUtility.Convert(gameObject, valueInput.type);
if (component == null)
{
yield return Warning.Caution($"{PortLabel(valueInput)} is missing a {valueInput.type.DisplayName()} component.");
}
}
}
}
}
}
// If the port isn't connected but has a default value, use the default value to perform checks.
else if (valueInput.hasDefaultValue)
{
if (checkForNullReference)
{
if (Flow.Predict(valueInput, reference) == null)
{
yield return Warning.Severe($"{PortLabel(valueInput)} cannot be null.");
}
}
if (checkForMissingComponent)
{
var unconnectedPredictedValue = Flow.Predict(valueInput, reference);
if (ConversionUtility.CanConvert(unconnectedPredictedValue, typeof(GameObject), true))
{
var gameObject = ConversionUtility.Convert<GameObject>(unconnectedPredictedValue);
if (gameObject != null)
{
var component = (Component)ConversionUtility.Convert(gameObject, valueInput.type);
if (component == null)
{
yield return Warning.Caution($"{PortLabel(valueInput)} is missing a {valueInput.type.DisplayName()} component.");
}
}
}
}
}
// The value isn't connected and has no default value,
// therefore it is certain to be missing at runtime.
else
{
yield return Warning.Severe($"{PortLabel(valueInput)} is missing.");
}
}
}
}