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

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2024-05-06 14:45:45 -04:00
using System;
using System.IO;
using UnityEngine.Assertions;
#if UNITY_EDITOR
using UnityEditor;
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 (Exception e)
{
if (!(e.Data.Contains("InvalidImport") && e.Data["InvalidImport"] is int && (int)e.Data["InvalidImport"] == 1))
throw e;
return (false, true);
}
}
/// <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 == ReloadAttribute.Package.Builtin);
}
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
{
bool builtin = attribute.package == ReloadAttribute.Package.Builtin;
//Find each null element and reload them
for (int index = 0; index < attribute.paths.Length; ++index)
changed |= SetAndLoadIfNull(array, index, GetFullPath(basePath, attribute, index), builtin);
}
}
}
}
if (changed && container is UnityEngine.Object c)
EditorUtility.SetDirty(c);
return changed;
}
static bool FixGroupIfNeeded(System.Object container, FieldInfo info)
{
if (IsNull(container, info))
{
var type = info.FieldType;
var value = type.IsSubclassOf(typeof(ScriptableObject))
? ScriptableObject.CreateInstance(type)
: Activator.CreateInstance(type);
info.SetValue(
container,
value
);
return true;
}
return false;
}
static bool FixGroupIfNeeded(Array array, int index)
{
Assert.IsNotNull(array);
if (IsNull(array.GetValue(index)))
{
var type = array.GetType().GetElementType();
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, bool builtin)
{
// Check if asset exist.
// Direct loading can be prevented by AssetDatabase being reloading.
var guid = AssetDatabase.AssetPathToGUID(path);
if (!builtin && String.IsNullOrEmpty(guid))
throw new Exception($"Cannot load. Incorrect path: {path}");
// Else the path is good. Attempt loading resource if AssetDatabase available.
UnityEngine.Object result;
if (builtin && type == typeof(Shader))
result = Shader.Find(path);
else
result = AssetDatabase.LoadAssetAtPath(path, type);
if (IsNull(result))
{
var e = new Exception($"Cannot load. Path {path} is correct but AssetDatabase cannot load now.");
e.Data["InvalidImport"] = 1;
throw e;
}
return result;
}
static bool SetAndLoadIfNull(System.Object container, FieldInfo info,
string path, bool builtin)
{
if (IsNull(container, info))
{
info.SetValue(container, Load(path, info.FieldType, builtin));
return true;
}
return false;
}
static bool SetAndLoadIfNull(Array array, int index, string path, bool builtin)
{
var element = array.GetValue(index);
if (IsNull(element))
{
array.SetValue(Load(path, array.GetType().GetElementType(), builtin), 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;
}
}
#endif
/// <summary>
/// Attribute specifying information to reload with <see cref="ResourceReloader"/>. This is only
/// used in the editor and doesn't have any effect at runtime.
/// </summary>
/// <seealso cref="ResourceReloader"/>
/// <seealso cref="ReloadGroupAttribute"/>
[AttributeUsage(AttributeTargets.Field)]
public sealed class ReloadAttribute : Attribute
{
/// <summary>
/// Lookup method for a resource.
/// </summary>
public enum Package
{
/// <summary>
/// Used for builtin resources when the resource isn't part of the package (i.e. builtin
/// shaders).
/// </summary>
Builtin,
/// <summary>
/// Used for resources inside the package.
/// </summary>
Root
};
#if UNITY_EDITOR
/// <summary>
/// The lookup method.
/// </summary>
public readonly Package package;
/// <summary>
/// Search paths.
/// </summary>
public readonly string[] paths;
#endif
/// <summary>
/// Creates a new <see cref="ReloadAttribute"/> for an array by specifying each resource
/// path individually.
/// </summary>
/// <param name="paths">Search paths</param>
/// <param name="package">The lookup method</param>
public ReloadAttribute(string[] paths, Package package = Package.Root)
{
#if UNITY_EDITOR
this.paths = paths;
this.package = package;
#endif
}
/// <summary>
/// Creates a new <see cref="ReloadAttribute"/> for a single resource.
/// </summary>
/// <param name="path">Search path</param>
/// <param name="package">The lookup method</param>
public ReloadAttribute(string path, Package package = Package.Root)
: this(new[] { path }, package)
{ }
/// <summary>
/// Creates a new <see cref="ReloadAttribute"/> for an array using automatic path name
/// numbering.
/// </summary>
/// <param name="pathFormat">The format used for the path</param>
/// <param name="rangeMin">The array start index (inclusive)</param>
/// <param name="rangeMax">The array end index (exclusive)</param>
/// <param name="package">The lookup method</param>
public ReloadAttribute(string pathFormat, int rangeMin, int rangeMax,
Package package = Package.Root)
{
#if UNITY_EDITOR
this.package = package;
paths = new string[rangeMax - rangeMin];
for (int index = rangeMin, i = 0; index < rangeMax; ++index, ++i)
paths[i] = string.Format(pathFormat, index);
#endif
}
}
/// <summary>
/// Attribute specifying that it contains element that should be reloaded.
/// If the instance of the class is null, the system will try to recreate
/// it with the default constructor.
/// Be sure classes using it have default constructor!
/// </summary>
/// <seealso cref="ReloadAttribute"/>
[AttributeUsage(AttributeTargets.Class)]
public sealed class ReloadGroupAttribute : Attribute
{ }
}