Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/ContentUpdateScript.cs
Schaken-Mods 7502018d20 Adding Mod Support
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
2023-05-13 22:01:48 -05:00

825 lines
38 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.Serialization.Formatters.Binary;
using System.Text;
using UnityEditor.AddressableAssets.Build.BuildPipelineTasks;
using UnityEditor.AddressableAssets.Build.DataBuilders;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.AddressableAssets.Settings.GroupSchemas;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.ResourceProviders;
namespace UnityEditor.AddressableAssets.Build
{
/// <summary>
/// The given state of an Asset. Represented by its guid and hash.
/// </summary>
[Serializable]
public struct AssetState : IEquatable<AssetState>
{
/// <summary>
/// Asset states GUID.
/// </summary>
public GUID guid;
/// <summary>
/// Asset State hash.
/// </summary>
public Hash128 hash;
/// <summary>
/// Check if one asset state is equal to another.
/// </summary>
/// <param name="other">Right hand side of comparision.</param>
/// <returns>Returns true if the Asset States are equal to one another.</returns>
public bool Equals(AssetState other)
{
return guid == other.guid && hash == other.hash;
}
}
/// <summary>
/// The Cached Asset State of an Addressable Asset.
/// </summary>
[Serializable]
public class CachedAssetState : IEquatable<CachedAssetState>
{
/// <summary>
/// The Asset State.
/// </summary>
public AssetState asset;
/// <summary>
/// The Asset State of all dependencies.
/// </summary>
public AssetState[] dependencies;
/// <summary>
/// The guid for the group the cached asset state belongs to.
/// </summary>
public string groupGuid;
/// <summary>
/// The name of the cached asset states bundle file.
/// </summary>
public string bundleFileId;
/// <summary>
/// The cached asset state data.
/// </summary>
public object data;
/// <summary>
/// Checks if one cached asset state is equal to another given the asset state and dependency state.
/// </summary>
/// <param name="other">Right hand side of comparision.</param>
/// <returns>Returns true if the cached asset states are equal to one another.</returns>
public bool Equals(CachedAssetState other)
{
bool result = other != null && asset.Equals(other.asset);
result &= dependencies != null && other.dependencies != null;
result &= dependencies.Length == other.dependencies.Length;
var index = 0;
while (result && index < dependencies.Length)
{
result &= dependencies[index].Equals(other.dependencies[index]);
index++;
}
return result;
}
}
/// <summary>
/// Cached state of asset bundles.
/// </summary>
[Serializable]
public class CachedBundleState
{
/// <summary>
/// The name of the cached asset states bundle file.
/// </summary>
public string bundleFileId;
/// <summary>
/// The cached bundle state data.
/// </summary>
public object data;
}
/// <summary>
/// Data stored with each build that is used to generated content updates.
/// </summary>
[Serializable]
public class AddressablesContentState
{
/// <summary>
/// The version that the player was built with. This is usually set to AddressableAssetSettings.PlayerBuildVersion.
/// </summary>
[SerializeField]
public string playerVersion;
/// <summary>
/// The version of the unity editor used to build the player.
/// </summary>
[SerializeField]
public string editorVersion;
/// <summary>
/// Dependency information for all assets in the build that have been marked StaticContent.
/// </summary>
[SerializeField]
public CachedAssetState[] cachedInfos;
/// <summary>
/// The path of a remote catalog. This is the only place the player knows to look for an updated catalog.
/// </summary>
[SerializeField]
public string remoteCatalogLoadPath;
/// <summary>
/// Information about asset bundles created for the build.
/// </summary>
[SerializeField]
public CachedBundleState[] cachedBundles;
}
/// <summary>
/// Contains methods used for the content update workflow.
/// </summary>
public static class ContentUpdateScript
{
/// <summary>
/// Contains build information used for updating assets.
/// </summary>
public struct ContentUpdateContext
{
/// <summary>
/// The mapping of an asset's guid to its cached asset state.
/// </summary>
public Dictionary<string, CachedAssetState> GuidToPreviousAssetStateMap;
/// <summary>
/// The mapping of an asset's or bundle's internal id to its catalog entry.
/// </summary>
public Dictionary<string, ContentCatalogDataEntry> IdToCatalogDataEntryMap;
/// <summary>
/// The mapping of a bundle's name to its internal bundle id.
/// </summary>
public Dictionary<string, string> BundleToInternalBundleIdMap;
/// <summary>
/// Stores the asset bundle write information.
/// </summary>
public IBundleWriteData WriteData;
/// <summary>
/// Stores the cached build data.
/// </summary>
public AddressablesContentState ContentState;
/// <summary>
/// Stores the paths of the files created during a build.
/// </summary>
public FileRegistry Registry;
/// <summary>
/// The list of asset state information gathered from the previous build.
/// </summary>
public List<CachedAssetState> PreviousAssetStateCarryOver;
}
static bool GetAssetState(GUID asset, out AssetState assetState)
{
assetState = new AssetState();
if (asset.Empty())
return false;
var path = AssetDatabase.GUIDToAssetPath(asset.ToString());
if (string.IsNullOrEmpty(path))
return false;
var hash = AssetDatabase.GetAssetDependencyHash(path);
if (!hash.isValid)
return false;
assetState.guid = asset;
assetState.hash = hash;
return true;
}
static bool GetCachedAssetStateForData(GUID asset, string bundleFileId, string groupGuid, object data, IEnumerable<GUID> dependencies, out CachedAssetState cachedAssetState)
{
cachedAssetState = null;
AssetState assetState;
if (!GetAssetState(asset, out assetState))
return false;
var visited = new HashSet<GUID>();
visited.Add(asset);
var dependencyStates = new List<AssetState>();
foreach (var dependency in dependencies)
{
if (!visited.Add(dependency))
continue;
AssetState dependencyState;
if (!GetAssetState(dependency, out dependencyState))
continue;
dependencyStates.Add(dependencyState);
}
cachedAssetState = new CachedAssetState();
cachedAssetState.asset = assetState;
cachedAssetState.dependencies = dependencyStates.ToArray();
cachedAssetState.groupGuid = groupGuid;
cachedAssetState.bundleFileId = bundleFileId;
cachedAssetState.data = data;
return true;
}
static bool HasAssetOrDependencyChanged(CachedAssetState cachedInfo)
{
CachedAssetState newCachedInfo;
if (!GetCachedAssetStateForData(cachedInfo.asset.guid, cachedInfo.bundleFileId, cachedInfo.groupGuid, cachedInfo.data, cachedInfo.dependencies.Select(x => x.guid), out newCachedInfo))
return true;
return !cachedInfo.Equals(newCachedInfo);
}
/// <summary>
/// Save the content update information for a set of AddressableAssetEntry objects.
/// </summary>
/// <param name="path">File to write content stat info to. If file already exists, it will be deleted before the new file is created.</param>
/// <param name="entries">The entries to save.</param>
/// <param name="dependencyData">The raw dependency information generated from the build.</param>
/// <param name="playerVersion">The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion.</param>
/// <param name="remoteCatalogPath">The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur.</param>
/// <returns>True if the file is saved, false otherwise.</returns>
[Obsolete]
public static bool SaveContentState(string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath)
{
return SaveContentState(new List<ContentCatalogDataEntry>(), path, entries, dependencyData, playerVersion, remoteCatalogPath);
}
/// <summary>
/// Save the content update information for a set of AddressableAssetEntry objects.
/// </summary>
/// <param name="locations">The ContentCatalogDataEntry locations that were built into the Content Catalog.</param>
/// <param name="path">File to write content stat info to. If file already exists, it will be deleted before the new file is created.</param>
/// <param name="entries">The entries to save.</param>
/// <param name="dependencyData">The raw dependency information generated from the build.</param>
/// <param name="playerVersion">The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion.</param>
/// <param name="remoteCatalogPath">The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur.</param>
/// <returns>True if the file is saved, false otherwise.</returns>
public static bool SaveContentState(List<ContentCatalogDataEntry> locations, string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath)
{
return SaveContentState(locations, path, entries, dependencyData, playerVersion, remoteCatalogPath, null);
}
/// <summary>
/// Save the content update information for a set of AddressableAssetEntry objects.
/// </summary>
/// <param name="locations">The ContentCatalogDataEntry locations that were built into the Content Catalog.</param>
/// <param name="path">File to write content stat info to. If file already exists, it will be deleted before the new file is created.</param>
/// <param name="entries">The entries to save.</param>
/// <param name="dependencyData">The raw dependency information generated from the build.</param>
/// <param name="playerVersion">The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion.</param>
/// <param name="remoteCatalogPath">The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur.</param>
/// <param name="carryOverCacheState">Cached state that needs to carry over from the previous build. This mainly affects Content Update.</param>
/// <returns>True if the file is saved, false otherwise.</returns>
public static bool SaveContentState(List<ContentCatalogDataEntry> locations, string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath, List<CachedAssetState> carryOverCacheState)
{
try
{
var cachedInfos = GetCachedAssetStates(locations, entries, dependencyData);
var cachedBundleInfos = new List<CachedBundleState>();
foreach (ContentCatalogDataEntry ccEntry in locations)
{
if (typeof(IAssetBundleResource).IsAssignableFrom(ccEntry.ResourceType))
cachedBundleInfos.Add(new CachedBundleState() { bundleFileId = ccEntry.InternalId, data = ccEntry.Data });
}
if (carryOverCacheState != null)
{
foreach (var cs in carryOverCacheState)
cachedInfos.Add(cs);
}
var cacheData = new AddressablesContentState
{
cachedInfos = cachedInfos.ToArray(),
playerVersion = playerVersion,
editorVersion = Application.unityVersion,
remoteCatalogLoadPath = remoteCatalogPath,
cachedBundles = cachedBundleInfos.ToArray()
};
var formatter = new BinaryFormatter();
if (File.Exists(path))
File.Delete(path);
var dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
Directory.CreateDirectory(dir);
var stream = new FileStream(path, FileMode.CreateNew, FileAccess.Write);
formatter.Serialize(stream, cacheData);
stream.Flush();
stream.Close();
stream.Dispose();
return true;
}
catch (UnauthorizedAccessException uae)
{
if (!AddressableAssetUtility.IsVCAssetOpenForEdit(path))
Debug.LogErrorFormat("Cannot access the file {0}. It may be locked by version control.", path);
else
Debug.LogException(uae);
return false;
}
catch (Exception e)
{
Debug.LogException(e);
return false;
}
}
static IList<CachedAssetState> GetCachedAssetStates(List<ContentCatalogDataEntry> locations, List<AddressableAssetEntry> entries, IDependencyData dependencyData)
{
Dictionary<string, AddressableAssetEntry> guidToEntries = new Dictionary<string, AddressableAssetEntry>();
Dictionary<string, ContentCatalogDataEntry> key1ToCCEntries = new Dictionary<string, ContentCatalogDataEntry>();
foreach (AddressableAssetEntry entry in entries)
if (!guidToEntries.ContainsKey(entry.guid))
guidToEntries[entry.guid] = entry;
foreach (ContentCatalogDataEntry ccEntry in locations)
if (ccEntry != null && ccEntry.Keys != null && ccEntry.Keys.Count > 1 && (ccEntry.Keys[1] as string) != null && !key1ToCCEntries.ContainsKey(ccEntry.Keys[1] as string))
key1ToCCEntries[ccEntry.Keys[1] as string] = ccEntry;
IList<CachedAssetState> cachedInfos = new List<CachedAssetState>();
foreach (var assetData in dependencyData.AssetInfo)
{
guidToEntries.TryGetValue(assetData.Key.ToString(), out AddressableAssetEntry addressableAssetEntry);
key1ToCCEntries.TryGetValue(assetData.Key.ToString(), out ContentCatalogDataEntry catalogAssetEntry);
if (addressableAssetEntry != null && catalogAssetEntry != null &&
GetCachedAssetStateForData(assetData.Key, addressableAssetEntry.BundleFileId, addressableAssetEntry.parentGroup.Guid, catalogAssetEntry.Data, assetData.Value.referencedObjects.Select(x => x.guid), out CachedAssetState cachedAssetState))
cachedInfos.Add(cachedAssetState);
}
foreach (var sceneData in dependencyData.SceneInfo)
{
guidToEntries.TryGetValue(sceneData.Key.ToString(), out AddressableAssetEntry addressableSceneEntry);
key1ToCCEntries.TryGetValue(sceneData.Key.ToString(), out ContentCatalogDataEntry catalogSceneEntry);
if (addressableSceneEntry != null && catalogSceneEntry != null &&
GetCachedAssetStateForData(sceneData.Key, addressableSceneEntry.BundleFileId, addressableSceneEntry.parentGroup.Guid, catalogSceneEntry.Data, sceneData.Value.referencedObjects.Select(x => x.guid), out CachedAssetState cachedAssetState))
cachedInfos.Add(cachedAssetState);
}
return cachedInfos;
}
/// <summary>
/// Gets the path of the cache data from a selected build.
/// </summary>
/// <param name="browse">If true, the user is allowed to browse for a specific file.</param>
/// <returns></returns>
public static string GetContentStateDataPath(bool browse)
{
string assetPath = AddressableAssetSettingsDefaultObject.Settings != null ?
AddressableAssetSettingsDefaultObject.Settings.GetContentStateBuildPath() :
Path.Combine(AddressableAssetSettingsDefaultObject.kDefaultConfigFolder, PlatformMappingService.GetPlatformPathSubFolder());
if (browse)
{
if (string.IsNullOrEmpty(assetPath))
assetPath = Application.dataPath;
assetPath = EditorUtility.OpenFilePanel("Build Data File", Path.GetDirectoryName(assetPath), "bin");
if (string.IsNullOrEmpty(assetPath))
return null;
return assetPath;
}
if (AddressableAssetSettingsDefaultObject.Settings != null)
{
try
{
Directory.CreateDirectory(assetPath);
}
catch (Exception e)
{
Debug.LogError(e.Message + "\nCheck \"Content State Build Path\" in Addressables settings. Falling back to config folder location.");
assetPath = Path.Combine(AddressableAssetSettingsDefaultObject.kDefaultConfigFolder,
PlatformMappingService.GetPlatformPathSubFolder());
Directory.CreateDirectory(assetPath);
}
}
else
Directory.CreateDirectory(assetPath);
var path = Path.Combine(assetPath, "addressables_content_state.bin");
return path;
}
/// <summary>
/// Loads cache data from a specific location
/// </summary>
/// <param name="contentStateDataPath"></param>
/// <returns>The ContentState object.</returns>
public static AddressablesContentState LoadContentState(string contentStateDataPath)
{
if (string.IsNullOrEmpty(contentStateDataPath))
{
Debug.LogErrorFormat("Unable to load cache data from {0}.", contentStateDataPath);
return null;
}
var stream = new FileStream(contentStateDataPath, FileMode.Open, FileAccess.Read);
var formatter = new BinaryFormatter();
var cacheData = formatter.Deserialize(stream) as AddressablesContentState;
if (cacheData == null)
{
Addressables.LogError("Invalid hash data file. This file is usually named addressables_content_state.bin and is saved in the same folder as your source AddressableAssetsSettings.asset file.");
return null;
}
stream.Dispose();
return cacheData;
}
static bool s_StreamingAssetsExists;
static string kStreamingAssetsPath = "Assets/StreamingAssets";
internal static void Cleanup(bool deleteStreamingAssetsFolderIfEmpty, bool cleanBuildPath)
{
if (cleanBuildPath)
{
DirectoryUtility.DeleteDirectory(Addressables.BuildPath, onlyIfEmpty: false, recursiveDelete: true);
}
if (deleteStreamingAssetsFolderIfEmpty)
{
DirectoryUtility.DeleteDirectory(kStreamingAssetsPath, onlyIfEmpty: true);
}
}
/// <summary>
/// Builds player content using the player content version from a specified cache file.
/// </summary>
/// <param name="settings">The settings object to use for the build.</param>
/// <param name="contentStateDataPath">The path of the cache data to use.</param>
/// <returns>The build operation.</returns>
public static AddressablesPlayerBuildResult BuildContentUpdate(AddressableAssetSettings settings, string contentStateDataPath)
{
var cacheData = LoadContentState(contentStateDataPath);
if (!IsCacheDataValid(settings, cacheData))
return null;
s_StreamingAssetsExists = Directory.Exists("Assets/StreamingAssets");
var context = new AddressablesDataBuilderInput(settings, cacheData.playerVersion);
context.PreviousContentState = cacheData;
Cleanup(!s_StreamingAssetsExists, false);
SceneManagerState.Record();
var result = settings.ActivePlayerDataBuilder.BuildData<AddressablesPlayerBuildResult>(context);
if (!string.IsNullOrEmpty(result.Error))
Debug.LogError(result.Error);
SceneManagerState.Restore();
return result;
}
internal static bool IsCacheDataValid(AddressableAssetSettings settings, AddressablesContentState cacheData)
{
if (cacheData == null)
return false;
if (cacheData.editorVersion != Application.unityVersion)
Addressables.LogWarningFormat("Building content update with Unity editor version `{0}`, data was created with version `{1}`. This may result in incompatible data.", Application.unityVersion, cacheData.editorVersion);
if (string.IsNullOrEmpty(cacheData.remoteCatalogLoadPath))
{
Addressables.LogError("Previous build had 'Build Remote Catalog' disabled. You cannot update a player that has no remote catalog specified");
return false;
}
if (!settings.BuildRemoteCatalog)
{
Addressables.LogError("Current settings have 'Build Remote Catalog' disabled. You cannot update a player that has no remote catalog to look to.");
return false;
}
if (cacheData.remoteCatalogLoadPath != settings.RemoteCatalogLoadPath.GetValue(settings))
{
Addressables.LogErrorFormat("Current 'Remote Catalog Load Path' does not match load path of original player. Player will only know to look up catalog at original location. Original: {0} Current: {1}", cacheData.remoteCatalogLoadPath, settings.RemoteCatalogLoadPath.GetValue(settings));
return false;
}
return true;
}
/// <summary>
/// Get all modified addressable asset entries in groups that have BundledAssetGroupSchema and ContentUpdateGroupSchema with static content enabled.
/// This includes any Addressable dependencies that are affected by the modified entries.
/// </summary>
/// <param name="settings">Addressable asset settings.</param>
/// <param name="cacheDataPath">The cache data path.</param>
/// <returns>A list of all modified entries and dependencies (list is empty if there are none); null if failed to load cache data.</returns>
public static List<AddressableAssetEntry> GatherModifiedEntries(AddressableAssetSettings settings, string cacheDataPath)
{
HashSet<AddressableAssetEntry> retVal = new HashSet<AddressableAssetEntry>();
var entriesMap = GatherModifiedEntriesWithDependencies(settings, cacheDataPath);
foreach (var entry in entriesMap.Keys)
{
if (!retVal.Contains(entry))
retVal.Add(entry);
foreach (var dependency in entriesMap[entry])
if (!retVal.Contains(dependency))
retVal.Add(dependency);
}
return retVal.ToList();
}
internal static void GatherExplicitModifiedEntries(AddressableAssetSettings settings, ref Dictionary<AddressableAssetEntry, List<AddressableAssetEntry>> dependencyMap, AddressablesContentState cacheData)
{
List<string> noBundledAssetGroupSchema = new List<string>();
List<string> noStaticContent = new List<string>();
var allEntries = new List<AddressableAssetEntry>();
settings.GetAllAssets(allEntries, false, g =>
{
if (g == null)
return false;
if (!g.HasSchema<BundledAssetGroupSchema>())
{
noBundledAssetGroupSchema.Add(g.Name);
return false;
}
if (!g.HasSchema<ContentUpdateGroupSchema>())
{
noStaticContent.Add(g.Name);
return false;
}
if (!g.GetSchema<ContentUpdateGroupSchema>().StaticContent)
{
noStaticContent.Add(g.Name);
return false;
}
return true;
});
StringBuilder builder = new StringBuilder();
builder.AppendFormat("Skipping Prepare for Content Update on {0} group(s):\n\n",
noBundledAssetGroupSchema.Count + noStaticContent.Count);
AddInvalidGroupsToLogMessage(builder, noBundledAssetGroupSchema, "Group Did Not Contain BundledAssetGroupSchema");
AddInvalidGroupsToLogMessage(builder, noStaticContent, "Static Content Not Enabled In Schemas");
Debug.Log(builder.ToString());
var entryToCacheInfo = new Dictionary<string, CachedAssetState>();
foreach (var cacheInfo in cacheData.cachedInfos)
if (cacheInfo != null)
entryToCacheInfo[cacheInfo.asset.guid.ToString()] = cacheInfo;
var modifiedEntries = new List<AddressableAssetEntry>();
foreach (var entry in allEntries)
{
CachedAssetState cachedInfo;
if (!entryToCacheInfo.TryGetValue(entry.guid, out cachedInfo) || HasAssetOrDependencyChanged(cachedInfo))
modifiedEntries.Add(entry);
}
AddAllDependentScenesFromModifiedEntries(modifiedEntries);
foreach (var entry in modifiedEntries)
{
if (!dependencyMap.ContainsKey(entry))
dependencyMap.Add(entry, new List<AddressableAssetEntry>());
}
}
/// <summary>
/// Get a Dictionary of all modified values and their dependencies. Dependencies will be Addressable and part of a group
/// with static content enabled.
/// </summary>
/// <param name="settings">Addressable asset settings.</param>
/// <param name="cachePath">The cache data path.</param>
/// <returns>A dictionary mapping explicit changed entries to their dependencies.</returns>
public static Dictionary<AddressableAssetEntry, List<AddressableAssetEntry>> GatherModifiedEntriesWithDependencies(AddressableAssetSettings settings, string cachePath)
{
var modifiedData = new Dictionary<AddressableAssetEntry, List<AddressableAssetEntry>>();
AddressablesContentState cacheData = LoadContentState(cachePath);
if (cacheData == null)
return modifiedData;
GatherExplicitModifiedEntries(settings, ref modifiedData, cacheData);
GetStaticContentDependenciesForEntries(settings, ref modifiedData, GetGroupGuidToCacheBundleNameMap(cacheData));
return modifiedData;
}
internal static Dictionary<string, string> GetGroupGuidToCacheBundleNameMap(AddressablesContentState cacheData)
{
var bundleIdToCacheInfo = new Dictionary<string, string>();
foreach (CachedBundleState bundleInfo in cacheData.cachedBundles)
{
if (bundleInfo != null && bundleInfo.data is AssetBundleRequestOptions options)
bundleIdToCacheInfo[bundleInfo.bundleFileId] = options.BundleName;
}
var groupGuidToCacheBundleName = new Dictionary<string, string>();
foreach (CachedAssetState cacheInfo in cacheData.cachedInfos)
{
if (cacheInfo != null && bundleIdToCacheInfo.TryGetValue(cacheInfo.bundleFileId, out string bundleName))
groupGuidToCacheBundleName[cacheInfo.groupGuid] = bundleName;
}
return groupGuidToCacheBundleName;
}
internal static HashSet<string> GetGroupGuidsWithUnchangedBundleName(AddressableAssetSettings settings, Dictionary<AddressableAssetEntry, List<AddressableAssetEntry>> dependencyMap, Dictionary<string, string> groupGuidToCacheBundleName)
{
var result = new HashSet<string>();
if (groupGuidToCacheBundleName == null || groupGuidToCacheBundleName.Count == 0)
return result;
var entryGuidToDeps = new Dictionary<string, List<AddressableAssetEntry>>();
foreach (KeyValuePair<AddressableAssetEntry, List<AddressableAssetEntry>> entryToDeps in dependencyMap)
{
entryGuidToDeps.Add(entryToDeps.Key.guid, entryToDeps.Value);
}
foreach (AddressableAssetGroup group in settings.groups)
{
if (group == null || !group.HasSchema<BundledAssetGroupSchema>())
continue;
var schema = group.GetSchema<BundledAssetGroupSchema>();
List<AssetBundleBuild> bundleInputDefinitions = new List<AssetBundleBuild>();
BuildScriptPackedMode.PrepGroupBundlePacking(group, bundleInputDefinitions, schema, entry => !entryGuidToDeps.ContainsKey(entry.guid));
BuildScriptPackedMode.HandleDuplicateBundleNames(bundleInputDefinitions);
for (int i = 0; i < bundleInputDefinitions.Count; i++)
{
string bundleName = Path.GetFileNameWithoutExtension(bundleInputDefinitions[i].assetBundleName);
if (groupGuidToCacheBundleName.TryGetValue(group.Guid, out string cacheBundleName) && cacheBundleName == bundleName)
result.Add(group.Guid);
}
}
return result;
}
internal static void GetStaticContentDependenciesForEntries(AddressableAssetSettings settings, ref Dictionary<AddressableAssetEntry, List<AddressableAssetEntry>> dependencyMap, Dictionary<string, string> groupGuidToCacheBundleName = null)
{
if (dependencyMap == null)
return;
Dictionary<AddressableAssetGroup, bool> groupHasStaticContentMap = new Dictionary<AddressableAssetGroup, bool>();
HashSet<string> groupGuidsWithUnchangedBundleName = GetGroupGuidsWithUnchangedBundleName(settings, dependencyMap, groupGuidToCacheBundleName);
foreach (AddressableAssetEntry entry in dependencyMap.Keys)
{
//since the entry here is from our list of modified entries we know that it must be a part of a static content group.
//Since it's part of a static content update group we can go ahead and set the value to true in the dictionary without explicitly checking it.
if (!groupHasStaticContentMap.ContainsKey(entry.parentGroup))
groupHasStaticContentMap.Add(entry.parentGroup, true);
string[] dependencies = AssetDatabase.GetDependencies(entry.AssetPath);
foreach (string dependency in dependencies)
{
string guid = AssetDatabase.AssetPathToGUID(dependency);
var depEntry = settings.FindAssetEntry(guid, true);
if (depEntry == null)
continue;
if (!groupHasStaticContentMap.TryGetValue(depEntry.parentGroup, out bool groupHasStaticContentEnabled))
{
groupHasStaticContentEnabled = depEntry.parentGroup.HasSchema<ContentUpdateGroupSchema>() &&
depEntry.parentGroup.GetSchema<ContentUpdateGroupSchema>().StaticContent;
if (groupGuidsWithUnchangedBundleName.Contains(depEntry.parentGroup.Guid))
continue;
groupHasStaticContentMap.Add(depEntry.parentGroup, groupHasStaticContentEnabled);
}
if (!dependencyMap.ContainsKey(depEntry) && groupHasStaticContentEnabled)
{
if (!dependencyMap.ContainsKey(entry))
dependencyMap.Add(entry, new List<AddressableAssetEntry>());
dependencyMap[entry].Add(depEntry);
}
}
}
}
internal static void AddAllDependentScenesFromModifiedEntries(List<AddressableAssetEntry> modifiedEntries)
{
List<AddressableAssetEntry> entriesToAdd = new List<AddressableAssetEntry>();
//If a scene has changed, all scenes that end up in the same bundle need to be marked as modified due to bundle dependencies
foreach (AddressableAssetEntry entry in modifiedEntries)
{
if (entry.IsScene && !entriesToAdd.Contains(entry))
{
switch (entry.parentGroup.GetSchema<BundledAssetGroupSchema>().BundleMode)
{
case BundledAssetGroupSchema.BundlePackingMode.PackTogether:
//Add every scene in the group to modified entries
foreach (AddressableAssetEntry sharedGroupEntry in entry.parentGroup.entries)
{
if (sharedGroupEntry.IsScene && !modifiedEntries.Contains(sharedGroupEntry))
entriesToAdd.Add(sharedGroupEntry);
}
break;
case BundledAssetGroupSchema.BundlePackingMode.PackTogetherByLabel:
foreach (AddressableAssetEntry sharedGroupEntry in entry.parentGroup.entries)
{
//Check if one entry has 0 labels while the other contains labels. The labels union check below will return true in this case.
//That is not the behavior we want. So to avoid that, we check here first.
if (sharedGroupEntry.labels.Count == 0 ^ entry.labels.Count == 0)
continue;
//Only add if labels are shared
if (sharedGroupEntry.IsScene && !modifiedEntries.Contains(sharedGroupEntry) && sharedGroupEntry.labels.Union(entry.labels).Any())
entriesToAdd.Add(sharedGroupEntry);
}
break;
case BundledAssetGroupSchema.BundlePackingMode.PackSeparately:
//Do nothing. The scene will be in a different bundle.
break;
default:
break;
}
}
}
modifiedEntries.AddRange(entriesToAdd);
}
private static void AddInvalidGroupsToLogMessage(StringBuilder builder, List<string> invalidGroupList,
string headerMessage)
{
if (invalidGroupList.Count > 0)
{
builder.AppendFormat("{0} ({1} groups):\n", headerMessage, invalidGroupList.Count);
int maxList = 15;
for (int i = 0; i < invalidGroupList.Count; i++)
{
if (i > maxList)
{
builder.AppendLine("...");
break;
}
builder.AppendLine("-" + invalidGroupList[i]);
}
builder.AppendLine("");
}
}
/// <summary>
/// Create a new AddressableAssetGroup with the items and mark it as remote.
/// </summary>
/// <param name="settings">The settings object.</param>
/// <param name="items">The items to move.</param>
/// <param name="groupName">The name of the new group.</param>
public static void CreateContentUpdateGroup(AddressableAssetSettings settings, List<AddressableAssetEntry> items, string groupName)
{
var contentGroup = settings.CreateGroup(settings.FindUniqueGroupName(groupName), false, false, true, null);
var schema = contentGroup.AddSchema<BundledAssetGroupSchema>();
schema.BuildPath.SetVariableByName(settings, AddressableAssetSettings.kRemoteBuildPath);
schema.LoadPath.SetVariableByName(settings, AddressableAssetSettings.kRemoteLoadPath);
schema.BundleMode = BundledAssetGroupSchema.BundlePackingMode.PackTogether;
contentGroup.AddSchema<ContentUpdateGroupSchema>().StaticContent = false;
settings.MoveEntries(items, contentGroup);
}
/// <summary>
/// Functor to filter AddressableAssetGroups during content update. If the functor returns false, the group is excluded from the update.
/// </summary>
public static Func<AddressableAssetGroup, bool> GroupFilterFunc = GroupFilter;
internal static bool GroupFilter(AddressableAssetGroup g)
{
if (g == null)
return false;
if (!g.HasSchema<ContentUpdateGroupSchema>() || !g.GetSchema<ContentUpdateGroupSchema>().StaticContent)
return false;
if (!g.HasSchema<BundledAssetGroupSchema>() || !g.GetSchema<BundledAssetGroupSchema>().IncludeInBuild)
return false;
return true;
}
}
}