Firstborn/Library/PackageCache/com.unity.visualscripting@1.../Runtime/VisualScripting.Flow/Connections/UnitConnection.cs

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2023-03-28 13:24:16 -04:00
using System;
using UnityEngine;
namespace Unity.VisualScripting
{
/* Implementation note:
* Using an abstract base class works as a type unification workaround.
* https://stackoverflow.com/questions/22721763
* https://stackoverflow.com/a/7664919
*
* However, this forces us to use concrete classes for connections
* instead of interfaces. In other words, no IControlConnection / IValueConnection.
* If we did use interfaces, there would be ambiguity that needs to be resolved
* at every reference to the source or destination.
*
* However, using a disambiguator hack seems to confuse even recent Mono runtime versions of Unity
* and breaks its vtable. Sometimes, method pointers are just plain wrong.
* I'm guessing this is specifically due to InvalidConnection, which actually
* does unify the types; what the C# warning warned about.
* https://stackoverflow.com/q/50051657/154502
*
* THEREFORE, IUnitConnection has to be implemented at the concrete class level,
* because at that point the type unification warning is moot, because the type arguments are
* provided.
*/
public abstract class UnitConnection<TSourcePort, TDestinationPort> : GraphElement<FlowGraph>, IConnection<TSourcePort, TDestinationPort>
where TSourcePort : class, IUnitOutputPort
where TDestinationPort : class, IUnitInputPort
{
[Obsolete(Serialization.ConstructorWarning)]
protected UnitConnection() { }
protected UnitConnection(TSourcePort source, TDestinationPort destination)
{
Ensure.That(nameof(source)).IsNotNull(source);
Ensure.That(nameof(destination)).IsNotNull(destination);
if (source.unit.graph != destination.unit.graph)
{
throw new NotSupportedException("Cannot create connections across graphs.");
}
if (source.unit == destination.unit)
{
throw new InvalidConnectionException("Cannot create connections on the same unit.");
}
sourceUnit = source.unit;
sourceKey = source.key;
destinationUnit = destination.unit;
destinationKey = destination.key;
}
public virtual IGraphElementDebugData CreateDebugData()
{
return new UnitConnectionDebugData();
}
#region Ports
[Serialize]
protected IUnit sourceUnit { get; private set; }
[Serialize]
protected string sourceKey { get; private set; }
[Serialize]
protected IUnit destinationUnit { get; private set; }
[Serialize]
protected string destinationKey { get; private set; }
[DoNotSerialize]
public abstract TSourcePort source { get; }
[DoNotSerialize]
public abstract TDestinationPort destination { get; }
#endregion
#region Dependencies
public override int dependencyOrder => 1;
public abstract bool sourceExists { get; }
public abstract bool destinationExists { get; }
protected void CopyFrom(UnitConnection<TSourcePort, TDestinationPort> source)
{
base.CopyFrom(source);
}
public override bool HandleDependencies()
{
// Replace the connection with an invalid connection if the ports are either missing or incompatible.
// If the ports are missing, create invalid ports if required.
var valid = true;
IUnitOutputPort source;
IUnitInputPort destination;
if (!sourceExists)
{
if (!sourceUnit.invalidOutputs.Contains(sourceKey))
{
sourceUnit.invalidOutputs.Add(new InvalidOutput(sourceKey));
}
source = sourceUnit.invalidOutputs[sourceKey];
valid = false;
}
else
{
source = this.source;
}
if (!destinationExists)
{
if (!destinationUnit.invalidInputs.Contains(destinationKey))
{
destinationUnit.invalidInputs.Add(new InvalidInput(destinationKey));
}
destination = destinationUnit.invalidInputs[destinationKey];
valid = false;
}
else
{
destination = this.destination;
}
if (!source.CanValidlyConnectTo(destination))
{
valid = false;
}
if (!valid && source.CanInvalidlyConnectTo(destination))
{
source.InvalidlyConnectTo(destination);
Debug.LogWarning($"Could not load connection between '{source.key}' of '{sourceUnit}' and '{destination.key}' of '{destinationUnit}'.");
}
return valid;
}
#endregion
#region Analytics
public override AnalyticsIdentifier GetAnalyticsIdentifier()
{
return null;
}
#endregion
}
}