WuhuIslandTesting/Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.5/Editor/Tasks/CalculateSceneDependencyData.cs

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2025-01-07 02:06:59 +01:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Build.Content;
using UnityEditor.Build.Pipeline.Injector;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Utilities;
using UnityEngine;
#if !UNITY_2019_3_OR_NEWER
using System.IO;
#endif
namespace UnityEditor.Build.Pipeline.Tasks
{
/// <summary>
/// Calculates the dependency data for all scenes.
/// </summary>
public class CalculateSceneDependencyData : IBuildTask
{
/// <inheritdoc />
public int Version { get { return 6; } }
#pragma warning disable 649
[InjectContext(ContextUsage.In)]
IBuildParameters m_Parameters;
[InjectContext(ContextUsage.In)]
IBuildContent m_Content;
[InjectContext]
IDependencyData m_DependencyData;
[InjectContext(ContextUsage.InOut, true)]
IBuildResults m_Results;
[InjectContext(ContextUsage.In, true)]
IProgressTracker m_Tracker;
[InjectContext(ContextUsage.In, true)]
IBuildCache m_Cache;
[InjectContext(ContextUsage.In, true)]
IBuildLogger m_Log;
#pragma warning restore 649
CacheEntry GetCacheEntry(GUID asset)
{
CacheEntry entry;
#if NONRECURSIVE_DEPENDENCY_DATA
entry = m_Cache.GetCacheEntry(asset, m_Parameters.NonRecursiveDependencies ? -Version : Version);
#else
entry = m_Cache.GetCacheEntry(asset, Version);
#endif
return entry;
}
CacheEntry GetCacheEntry(string asset)
{
#if UNITY_2020_1_OR_NEWER
GUID guid = AssetDatabase.AssetPathToGUID_Internal(asset);
#else
string stringGUID = AssetDatabase.AssetPathToGUID(asset);
if (GUID.TryParse(stringGUID, out GUID guid))
return GetCacheEntry(guid);
#endif
if (!guid.Empty())
return GetCacheEntry(guid);
#if NONRECURSIVE_DEPENDENCY_DATA
return m_Cache.GetCacheEntry(asset, m_Parameters.NonRecursiveDependencies ? -Version : Version);
#else
return m_Cache.GetCacheEntry(asset, Version);
#endif
}
CachedInfo GetCachedInfo(GUID scene, IEnumerable<ObjectIdentifier> references, SceneDependencyInfo sceneInfo, BuildUsageTagSet usageTags, IEnumerable<CacheEntry> prefabEntries, Hash128 prefabDependency)
{
var info = new CachedInfo();
info.Asset = GetCacheEntry(scene);
#if ENABLE_TYPE_HASHING || UNITY_2020_1_OR_NEWER
var uniqueTypes = new HashSet<System.Type>(sceneInfo.includedTypes);
#else
var uniqueTypes = new HashSet<System.Type>();
#endif
var objectTypes = new List<ObjectTypes>();
var dependencies = new HashSet<CacheEntry>(prefabEntries);
ExtensionMethods.ExtractCommonCacheData(m_Cache, null, references, uniqueTypes, objectTypes, dependencies);
info.Dependencies = dependencies.ToArray();
info.Data = new object[] { sceneInfo, usageTags, prefabDependency, objectTypes };
return info;
}
/// <inheritdoc />
public ReturnCode Run()
{
if (m_Content.Scenes.IsNullOrEmpty())
return ReturnCode.SuccessNotRun;
IList<CachedInfo> cachedInfo = null;
IList<CachedInfo> uncachedInfo = null;
if (m_Parameters.UseCache && m_Cache != null)
{
IList<CacheEntry> entries = m_Content.Scenes.Select(x => GetCacheEntry(x)).ToList();
m_Cache.LoadCachedData(entries, out cachedInfo);
uncachedInfo = new List<CachedInfo>();
}
List<CachedInfo> info = new List<CachedInfo>(m_Content.Scenes.Count);
BuildSettings settings = m_Parameters.GetContentBuildSettings();
for (int i = 0; i < m_Content.Scenes.Count; i++)
{
using (m_Log.ScopedStep(LogLevel.Info, "Calculate Scene Dependencies"))
{
GUID scene = m_Content.Scenes[i];
string scenePath = AssetDatabase.GUIDToAssetPath(scene.ToString());
SceneDependencyInfo sceneInfo;
BuildUsageTagSet usageTags;
Hash128 prefabDependency = new Hash128();
bool useUncachedScene = true;
if (cachedInfo != null && cachedInfo[i] != null)
{
info.Add(cachedInfo[i]);
useUncachedScene = false;
if (!m_Tracker.UpdateInfoUnchecked(string.Format("{0} (Cached)", scenePath)))
return ReturnCode.Canceled;
m_Log.AddEntrySafe(LogLevel.Info, $"{scene} (cached)");
sceneInfo = (SceneDependencyInfo)cachedInfo[i].Data[0];
// case 1288677: Update scenePath in case scene moved, but didn't change
sceneInfo.SetScene(scenePath);
usageTags = cachedInfo[i].Data[1] as BuildUsageTagSet;
prefabDependency = (Hash128)cachedInfo[i].Data[2];
var objectTypes = cachedInfo[i].Data[3] as List<ObjectTypes>;
if (objectTypes != null)
{
BuildCacheUtility.SetTypeForObjects(objectTypes);
foreach (var objectType in objectTypes)
{
//Sprite association to SpriteAtlas might have changed since last time data was cached, this might
//imply that we have stale data in our cache, if so ensure we regenerate the data.
if (objectType.Types[0] == typeof(UnityEngine.Sprite))
{
ObjectIdentifier[] filteredReferences = sceneInfo.referencedObjects.ToArray();
ObjectIdentifier[] filteredReferencesNew = null;
#if NONRECURSIVE_DEPENDENCY_DATA
if (m_Parameters.NonRecursiveDependencies)
{
var sceneInfoNew = ContentBuildInterface.CalculatePlayerDependenciesForScene(scenePath, settings, usageTags, m_DependencyData.DependencyUsageCache, DependencyType.ValidReferences);
filteredReferencesNew = sceneInfoNew.referencedObjects.ToArray();
filteredReferencesNew = ExtensionMethods.FilterReferencedObjectIDs(scene, filteredReferencesNew, m_Parameters.Target, m_Parameters.ScriptInfo, new HashSet<GUID>(m_Content.Assets));
}
else
#endif
{
var sceneInfoNew = ContentBuildInterface.CalculatePlayerDependenciesForScene(scenePath, settings, usageTags, m_DependencyData.DependencyUsageCache);
filteredReferencesNew = sceneInfoNew.referencedObjects.ToArray();
}
if (Enumerable.SequenceEqual(filteredReferences,filteredReferencesNew) == false)
{
useUncachedScene = true;
}
break;
}
}
}
if (!useUncachedScene)
SetOutputInformation(scene, sceneInfo, usageTags, prefabDependency);
}
if(useUncachedScene)
{
if (!m_Tracker.UpdateInfoUnchecked(scenePath))
return ReturnCode.Canceled;
m_Log.AddEntrySafe(LogLevel.Info, $"{scene}");
usageTags = new BuildUsageTagSet();
#if UNITY_2019_3_OR_NEWER
#if NONRECURSIVE_DEPENDENCY_DATA
if ( m_Parameters.NonRecursiveDependencies)
{
sceneInfo = ContentBuildInterface.CalculatePlayerDependenciesForScene(scenePath, settings, usageTags, m_DependencyData.DependencyUsageCache, DependencyType.ValidReferences);
ObjectIdentifier[] filteredReferences = sceneInfo.referencedObjects.ToArray();
filteredReferences = ExtensionMethods.FilterReferencedObjectIDs(scene, filteredReferences, m_Parameters.Target, m_Parameters.ScriptInfo, new HashSet<GUID>(m_Content.Assets));
ContentBuildInterface.CalculateBuildUsageTags(filteredReferences, filteredReferences, sceneInfo.globalUsage, usageTags);
sceneInfo.SetReferencedObjects(filteredReferences);
}
else
#endif
{
sceneInfo = ContentBuildInterface.CalculatePlayerDependenciesForScene(scenePath, settings, usageTags, m_DependencyData.DependencyUsageCache);
}
#else
string outputFolder = m_Parameters.TempOutputFolder;
if (m_Parameters.UseCache && m_Cache != null)
outputFolder = m_Cache.GetCachedArtifactsDirectory(GetSceneCacheEntry(scene, Version));
System.IO.Directory.CreateDirectory(outputFolder);
sceneInfo = ContentBuildInterface.PrepareScene(scenePath, settings, usageTags, m_DependencyData.DependencyUsageCache, outputFolder);
#endif
if (uncachedInfo != null)
{
// We only need to gather prefab dependencies and calculate the hash if we are using caching, otherwise we can skip it
string[] sceneDependencyPaths = AssetDatabase.GetDependencies(scenePath);
List<CacheEntry> prefabEntries = new List<CacheEntry>();
foreach (string assetPath in sceneDependencyPaths)
{
if (assetPath.EndsWith(".prefab", StringComparison.Ordinal))
prefabEntries.Add(GetCacheEntry(assetPath));
}
prefabDependency = HashingMethods.Calculate(prefabEntries).ToHash128();
var cacheInfo = GetCachedInfo(scene, sceneInfo.referencedObjects, sceneInfo, usageTags, prefabEntries, prefabDependency);
uncachedInfo.Add(cacheInfo);
info.Add(cacheInfo);
}
SetOutputInformation(scene, sceneInfo, usageTags, prefabDependency);
}
}
}
if (m_Parameters.UseCache && m_Cache != null)
m_Cache.SaveCachedData(uncachedInfo);
if (info != null && m_Results != null)
{
foreach (CachedInfo sceneFileInfo in info)
{
Dictionary<ObjectIdentifier, System.Type[]> objectTypes = new Dictionary<ObjectIdentifier, System.Type[]>();
List<ObjectTypes> types = sceneFileInfo.Data[3] as List<ObjectTypes>;
foreach (var objectType in types)
objectTypes.Add(objectType.ObjectID, objectType.Types);
AssetResultData resultData = new AssetResultData
{
Guid = sceneFileInfo.Asset.Guid,
Hash = sceneFileInfo.Asset.Hash,
IncludedObjects = new List<ObjectIdentifier>(),
ReferencedObjects = null,
ObjectTypes = objectTypes
};
m_Results.AssetResults.Add(resultData.Guid, resultData);
}
}
return ReturnCode.Success;
}
void SetOutputInformation(GUID asset, SceneDependencyInfo sceneInfo, BuildUsageTagSet usageTags, Hash128 prefabDependency)
{
// Add generated scene information to BuildDependencyData
m_DependencyData.SceneInfo.Add(asset, sceneInfo);
m_DependencyData.SceneUsage.Add(asset, usageTags);
m_DependencyData.DependencyHash.Add(asset, prefabDependency);
}
}
}