UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Utilities/ResourceReloader.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.IO;
using UnityEngine.Assertions;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditorInternal;
using System.Reflection;
#endif
namespace UnityEngine.Rendering
{
#if UNITY_EDITOR
/// <summary>
/// The resources that need to be reloaded in Editor can live in Runtime.
/// The reload call should only be done in Editor context though but it
/// could be called from runtime entities.
/// </summary>
public static class ResourceReloader
{
/// <summary>
/// Looks for resources in the given <paramref name="container"/> object and reload the ones
/// that are missing or broken.
/// This version will still return null value without throwing error if the issue is due to
/// AssetDatabase being not ready. But in this case the assetDatabaseNotReady result will be true.
/// </summary>
/// <param name="container">The object containing reload-able resources</param>
/// <param name="basePath">The base path for the package</param>
/// <returns>
/// - 1 hasChange: True if something have been reloaded.
/// - 2 assetDatabaseNotReady: True if the issue preventing loading is due to state of AssetDatabase
/// </returns>
public static (bool hasChange, bool assetDatabaseNotReady) TryReloadAllNullIn(System.Object container, string basePath)
{
try
{
return (ReloadAllNullIn(container, basePath), false);
}
catch (InvalidImportException)
{
return (false, true);
}
catch (Exception e)
{
throw e;
}
}
/// <summary>
/// Looks for resources in the given <paramref name="container"/> object and reload the ones
/// that are missing or broken.
/// </summary>
/// <param name="container">The object containing reload-able resources</param>
/// <param name="basePath">The base path for the package</param>
/// <returns>True if something have been reloaded.</returns>
public static bool ReloadAllNullIn(System.Object container, string basePath)
{
if (IsNull(container))
return false;
var changed = false;
foreach (var fieldInfo in container.GetType()
.GetFields(BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance | BindingFlags.Static))
{
//Recurse on sub-containers
if (IsReloadGroup(fieldInfo))
{
changed |= FixGroupIfNeeded(container, fieldInfo);
changed |= ReloadAllNullIn(fieldInfo.GetValue(container), basePath);
}
//Find null field and reload them
var attribute = GetReloadAttribute(fieldInfo);
if (attribute != null)
{
if (attribute.paths.Length == 1)
{
changed |= SetAndLoadIfNull(container, fieldInfo, GetFullPath(basePath, attribute),
attribute.package);
}
else if (attribute.paths.Length > 1)
{
changed |= FixArrayIfNeeded(container, fieldInfo, attribute.paths.Length);
var array = (Array)fieldInfo.GetValue(container);
if (IsReloadGroup(array))
{
//Recurse on each sub-containers
for (int index = 0; index < attribute.paths.Length; ++index)
{
changed |= FixGroupIfNeeded(array, index);
changed |= ReloadAllNullIn(array.GetValue(index), basePath);
}
}
else
{
//Find each null element and reload them
for (int index = 0; index < attribute.paths.Length; ++index)
changed |= SetAndLoadIfNull(array, index, GetFullPath(basePath, attribute, index),
attribute.package);
}
}
}
}
if (changed && container is UnityEngine.Object c)
EditorUtility.SetDirty(c);
return changed;
}
static void CheckReloadGroupSupportedType(Type type)
{
if (type.IsSubclassOf(typeof(ScriptableObject)))
throw new Exception(@$"ReloadGroup attribute must not be used on {nameof(ScriptableObject)}.
If {nameof(ResourceReloader)} create an instance of it, it will be not saved as a file, resulting in corrupted ID when building.");
}
static bool FixGroupIfNeeded(System.Object container, FieldInfo info)
{
var type = info.FieldType;
CheckReloadGroupSupportedType(type);
if (IsNull(container, info))
{
var value = Activator.CreateInstance(type);
info.SetValue(
container,
value
);
return true;
}
return false;
}
static bool FixGroupIfNeeded(Array array, int index)
{
Assert.IsNotNull(array);
var type = array.GetType().GetElementType();
CheckReloadGroupSupportedType(type);
if (IsNull(array.GetValue(index)))
{
var value = type.IsSubclassOf(typeof(ScriptableObject))
? ScriptableObject.CreateInstance(type)
: Activator.CreateInstance(type);
array.SetValue(value, index);
return true;
}
return false;
}
static bool FixArrayIfNeeded(System.Object container, FieldInfo info, int length)
{
if (IsNull(container, info) || ((Array)info.GetValue(container)).Length < length)
{
info.SetValue(container, Activator.CreateInstance(info.FieldType, length));
return true;
}
return false;
}
static ReloadAttribute GetReloadAttribute(FieldInfo fieldInfo)
{
var attributes = (ReloadAttribute[])fieldInfo
.GetCustomAttributes(typeof(ReloadAttribute), false);
if (attributes.Length == 0)
return null;
return attributes[0];
}
static bool IsReloadGroup(FieldInfo info)
=> info.FieldType
.GetCustomAttributes(typeof(ReloadGroupAttribute), false).Length > 0;
static bool IsReloadGroup(Array field)
=> field.GetType().GetElementType()
.GetCustomAttributes(typeof(ReloadGroupAttribute), false).Length > 0;
static bool IsNull(System.Object container, FieldInfo info)
=> IsNull(info.GetValue(container));
static bool IsNull(System.Object field)
=> field == null || field.Equals(null);
static UnityEngine.Object Load(string path, Type type, ReloadAttribute.Package location)
{
// Check if asset exist.
// Direct loading can be prevented by AssetDatabase being reloading.
var guid = AssetDatabase.AssetPathToGUID(path);
if (location == ReloadAttribute.Package.Root && String.IsNullOrEmpty(guid))
throw new Exception($"Cannot load. Incorrect path: {path}");
// Else the path is good. Attempt loading resource if AssetDatabase available.
UnityEngine.Object result;
switch (location)
{
case ReloadAttribute.Package.Builtin:
if (type == typeof(Shader))
result = Shader.Find(path);
else
result = Resources.GetBuiltinResource(type, path); //handle wrong path error
break;
case ReloadAttribute.Package.BuiltinExtra:
if (type == typeof(Shader))
result = Shader.Find(path);
else
result = AssetDatabase.GetBuiltinExtraResource(type, path); //handle wrong path error
break;
case ReloadAttribute.Package.Root:
result = AssetDatabase.LoadAssetAtPath(path, type);
break;
default:
throw new NotImplementedException($"Unknown {location}");
}
if (IsNull(result))
{
throw new InvalidImportException($"Cannot load. Path {path} is correct but AssetDatabase cannot load now.");
}
return result;
}
static bool SetAndLoadIfNull(System.Object container, FieldInfo info,
string path, ReloadAttribute.Package location)
{
if (IsNull(container, info))
{
info.SetValue(container, Load(path, info.FieldType, location));
return true;
}
return false;
}
static bool SetAndLoadIfNull(Array array, int index, string path, ReloadAttribute.Package location)
{
var element = array.GetValue(index);
if (IsNull(element))
{
array.SetValue(Load(path, array.GetType().GetElementType(), location), index);
return true;
}
return false;
}
static string GetFullPath(string basePath, ReloadAttribute attribute, int index = 0)
{
string path;
switch (attribute.package)
{
case ReloadAttribute.Package.Builtin:
path = attribute.paths[index];
break;
case ReloadAttribute.Package.Root:
path = basePath + "/" + attribute.paths[index];
break;
default:
throw new ArgumentException("Unknown Package Path!");
}
return path;
}
// It's not perfect retrying right away but making it called in EditorApplication.delayCall
// from EnsureResources creates GC which we want to avoid
static void DelayedNullReload<T>(string resourcePath)
where T : RenderPipelineResources
{
T resourcesDelayed = AssetDatabase.LoadAssetAtPath<T>(resourcePath);
if (resourcesDelayed == null)
EditorApplication.delayCall += () => DelayedNullReload<T>(resourcePath);
else
ResourceReloader.ReloadAllNullIn(resourcesDelayed, resourcesDelayed.packagePath_Internal);
}
/// <summary>
/// Ensures that all resources in a container has been loaded
/// </summary>
/// <param name="forceReload">Set to true to force all resources to be reloaded even if they are loaded already</param>
/// <param name="resources">The resource container with the resulting loaded resources</param>
/// <param name="resourcePath">The asset path to load the resource container from</param>
/// <param name="checker">Function to test if the resource container is present in a RenderPipelineGlobalSettings</param>
/// <param name="settings">RenderPipelineGlobalSettings to be passed to checker to test of the resource container is already loaded</param>
public static void EnsureResources<T, S>(bool forceReload, ref T resources, string resourcePath, Func<S, bool> checker, S settings)
where T : RenderPipelineResources where S : RenderPipelineGlobalSettings
{
T resourceChecked = null;
if (checker(settings))
{
if (!EditorUtility.IsPersistent(resources)) // if not loaded from the Asset database
{
// try to load from AssetDatabase if it is ready
resourceChecked = AssetDatabase.LoadAssetAtPath<T>(resourcePath);
if (resourceChecked && !resourceChecked.Equals(null))
resources = resourceChecked;
}
if (forceReload)
ResourceReloader.ReloadAllNullIn(resources, resources.packagePath_Internal);
return;
}
resourceChecked = AssetDatabase.LoadAssetAtPath<T>(resourcePath);
if (resourceChecked != null && !resourceChecked.Equals(null))
{
resources = resourceChecked;
if (forceReload)
ResourceReloader.ReloadAllNullIn(resources, resources.packagePath_Internal);
}
else
{
// Asset database may not be ready
var objs = InternalEditorUtility.LoadSerializedFileAndForget(resourcePath);
resources = (objs != null && objs.Length > 0) ? objs[0] as T : null;
if (forceReload)
{
try
{
if (ResourceReloader.ReloadAllNullIn(resources, resources.packagePath_Internal))
{
InternalEditorUtility.SaveToSerializedFileAndForget(
new Object[] { resources },
resourcePath,
true);
}
}
catch (System.Exception e)
{
// This can be called at a time where AssetDatabase is not available for loading.
// When this happens, the GUID can be get but the resource loaded will be null.
// Using the ResourceReloader mechanism in CoreRP, it checks this and add InvalidImport data when this occurs.
if (!(e.Data.Contains("InvalidImport") && e.Data["InvalidImport"] is int dii && dii == 1))
Debug.LogException(e);
else
DelayedNullReload<T>(resourcePath);
}
}
}
Debug.Assert(checker(settings), $"Could not load {typeof(T).Name}.");
}
}
#endif
}