65 lines
2.8 KiB
C#
65 lines
2.8 KiB
C#
using System;
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using UnityEditor.Build.Content;
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using UnityEditor.Build.Pipeline.Interfaces;
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using UnityEditor.Build.Pipeline.Utilities;
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namespace UnityEditor.Build.Pipeline
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{
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/// <summary>
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/// Generates a deterministic identifier using a MD5 hash algorithm and does not require object ordering to be deterministic.
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/// This algorithm ensures objects coming from the same asset are packed closer together and can improve loading performance under certain situations.
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/// </summary>
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public class PrefabPackedIdentifiers : IDeterministicIdentifiers
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{
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/// <inheritdoc />
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public virtual string GenerateInternalFileName(string name)
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{
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return "CAB-" + HashingMethods.Calculate(name);
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}
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/// <inheritdoc />
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public virtual long SerializationIndexFromObjectIdentifier(ObjectIdentifier objectID)
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{
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byte[] assetHash;
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byte[] objectHash;
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bool extraArtifact = objectID.filePath.StartsWith("VirtualArtifacts/Extra/", StringComparison.Ordinal);
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int hashSeed = ScriptableBuildPipeline.fileIDHashSeed;
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if (extraArtifact && hashSeed != 0)
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{
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RawHash fileHash = HashingMethods.CalculateFile(objectID.filePath);
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assetHash = HashingMethods.Calculate(hashSeed, fileHash).ToBytes();
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objectHash = HashingMethods.Calculate(hashSeed, fileHash, objectID.localIdentifierInFile).ToBytes();
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}
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else if (extraArtifact)
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{
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RawHash fileHash = HashingMethods.CalculateFile(objectID.filePath);
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assetHash = fileHash.ToBytes();
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objectHash = HashingMethods.Calculate(fileHash, objectID.localIdentifierInFile).ToBytes();
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}
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else if (hashSeed != 0)
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{
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assetHash = HashingMethods.Calculate(hashSeed, objectID.guid, objectID.filePath).ToBytes();
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objectHash = HashingMethods.Calculate(hashSeed, objectID).ToBytes();
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}
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else
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{
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assetHash = HashingMethods.Calculate(objectID.guid, objectID.filePath).ToBytes();
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objectHash = HashingMethods.Calculate(objectID).ToBytes();
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}
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int headerSize = ScriptableBuildPipeline.prefabPackedHeaderSize;
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if (headerSize < 4)
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{
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for (int i = 0; i < headerSize; i++)
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objectHash[i] = assetHash[i];
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return BitConverter.ToInt64(objectHash, 0);
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}
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else
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{
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var assetVal = BitConverter.ToUInt64(assetHash, 0);
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var objectVal = BitConverter.ToUInt64(objectHash, 0);
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return (long)((0xFFFFFFFF00000000 & assetVal) | (0x00000000FFFFFFFF & (objectVal ^ assetVal)));
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}
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}
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}
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}
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