171 lines
7.0 KiB
C#
171 lines
7.0 KiB
C#
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 UnityEditor.Build.Utilities;
|
|
|
|
namespace UnityEditor.Build.Pipeline.Tasks
|
|
{
|
|
public class GenerateBundlePacking : IBuildTask
|
|
{
|
|
public int Version { get { return 1; } }
|
|
|
|
#pragma warning disable 649
|
|
[InjectContext(ContextUsage.In)]
|
|
IBundleBuildContent m_BuildContent;
|
|
|
|
[InjectContext(ContextUsage.In)]
|
|
IDependencyData m_DependencyData;
|
|
|
|
[InjectContext]
|
|
IBundleWriteData m_WriteData;
|
|
|
|
[InjectContext(ContextUsage.In)]
|
|
IDeterministicIdentifiers m_PackingMethod;
|
|
#pragma warning restore 649
|
|
|
|
public ReturnCode Run()
|
|
{
|
|
Dictionary<GUID, List<GUID>> assetToReferences = new Dictionary<GUID, List<GUID>>();
|
|
|
|
// Pack each asset bundle
|
|
foreach (var bundle in m_BuildContent.BundleLayout)
|
|
{
|
|
if (ValidationMethods.ValidAssetBundle(bundle.Value))
|
|
PackAssetBundle(bundle.Key, bundle.Value, assetToReferences);
|
|
else if (ValidationMethods.ValidSceneBundle(bundle.Value))
|
|
PackSceneBundle(bundle.Key, bundle.Value, assetToReferences);
|
|
}
|
|
|
|
// Calculate Asset file load dependency list
|
|
foreach (var bundle in m_BuildContent.BundleLayout)
|
|
{
|
|
foreach (var asset in bundle.Value)
|
|
{
|
|
List<string> files = m_WriteData.AssetToFiles[asset];
|
|
List<GUID> references = assetToReferences[asset];
|
|
foreach (var reference in references)
|
|
{
|
|
List<string> referenceFiles = m_WriteData.AssetToFiles[reference];
|
|
if (!files.Contains(referenceFiles[0]))
|
|
files.Add(referenceFiles[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
return ReturnCode.Success;
|
|
}
|
|
|
|
void PackAssetBundle(string bundleName, List<GUID> includedAssets, Dictionary<GUID, List<GUID>> assetToReferences)
|
|
{
|
|
var internalName = string.Format(CommonStrings.AssetBundleNameFormat, m_PackingMethod.GenerateInternalFileName(bundleName));
|
|
|
|
var allObjects = new HashSet<ObjectIdentifier>();
|
|
foreach (var asset in includedAssets)
|
|
{
|
|
AssetLoadInfo assetInfo = m_DependencyData.AssetInfo[asset];
|
|
allObjects.UnionWith(assetInfo.includedObjects);
|
|
|
|
var references = new List<ObjectIdentifier>();
|
|
references.AddRange(assetInfo.referencedObjects);
|
|
assetToReferences[asset] = FilterReferencesForAsset(asset, references);
|
|
|
|
allObjects.UnionWith(references);
|
|
m_WriteData.AssetToFiles[asset] = new List<string> { internalName };
|
|
}
|
|
|
|
m_WriteData.FileToBundle.Add(internalName, bundleName);
|
|
m_WriteData.FileToObjects.Add(internalName, allObjects.ToList());
|
|
}
|
|
|
|
void PackSceneBundle(string bundleName, List<GUID> includedScenes, Dictionary<GUID, List<GUID>> assetToReferences)
|
|
{
|
|
if (includedScenes.IsNullOrEmpty())
|
|
return;
|
|
|
|
string firstFileName = "";
|
|
HashSet<ObjectIdentifier> previousSceneObjects = new HashSet<ObjectIdentifier>();
|
|
List<string> sceneInternalNames = new List<string>();
|
|
foreach (var scene in includedScenes)
|
|
{
|
|
var scenePath = AssetDatabase.GUIDToAssetPath(scene.ToString());
|
|
var internalSceneName = m_PackingMethod.GenerateInternalFileName(scenePath);
|
|
if (string.IsNullOrEmpty(firstFileName))
|
|
firstFileName = internalSceneName;
|
|
var internalName = string.Format(CommonStrings.SceneBundleNameFormat, firstFileName, internalSceneName);
|
|
|
|
SceneDependencyInfo sceneInfo = m_DependencyData.SceneInfo[scene];
|
|
|
|
var references = new List<ObjectIdentifier>();
|
|
references.AddRange(sceneInfo.referencedObjects);
|
|
assetToReferences[scene] = FilterReferencesForAsset(scene, references, previousSceneObjects);
|
|
previousSceneObjects.UnionWith(references);
|
|
|
|
m_WriteData.FileToObjects.Add(internalName, references);
|
|
m_WriteData.FileToBundle.Add(internalName, bundleName);
|
|
|
|
var files = new List<string>{ internalName };
|
|
files.AddRange(sceneInternalNames);
|
|
m_WriteData.AssetToFiles[scene] = files;
|
|
|
|
sceneInternalNames.Add(internalName);
|
|
}
|
|
}
|
|
|
|
List<GUID> FilterReferencesForAsset(GUID asset, List<ObjectIdentifier> references, HashSet<ObjectIdentifier> previousSceneObjects = null)
|
|
{
|
|
var referencedAssets = new HashSet<AssetLoadInfo>();
|
|
|
|
// First pass: Remove Default Resources and Includes for Assets assigned to Bundles
|
|
for (int i = references.Count - 1; i >= 0; --i)
|
|
{
|
|
var reference = references[i];
|
|
if (reference.filePath == CommonStrings.UnityDefaultResourcePath)
|
|
{
|
|
references.RemoveAt(i);
|
|
continue; // TODO: Fix this so we can pull these in
|
|
}
|
|
|
|
AssetLoadInfo referenceInfo;
|
|
if (m_DependencyData.AssetInfo.TryGetValue(reference.guid, out referenceInfo))
|
|
{
|
|
references.RemoveAt(i);
|
|
referencedAssets.Add(referenceInfo);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Second pass: Remove References also included by non-circular Referenced Assets
|
|
foreach (var referencedAsset in referencedAssets)
|
|
{
|
|
var circularRef = referencedAsset.referencedObjects.Select(x => x.guid).Contains(asset);
|
|
if (circularRef)
|
|
continue;
|
|
|
|
references.RemoveAll(x => referencedAsset.referencedObjects.Contains(x));
|
|
}
|
|
|
|
// Final pass: Remove References also included by circular Referenced Assets if Asset's GUID is higher than Referenced Asset's GUID
|
|
foreach (var referencedAsset in referencedAssets)
|
|
{
|
|
var circularRef = referencedAsset.referencedObjects.Select(x => x.guid).Contains(asset);
|
|
if (!circularRef)
|
|
continue;
|
|
|
|
if (asset < referencedAsset.asset)
|
|
continue;
|
|
|
|
references.RemoveAll(x => referencedAsset.referencedObjects.Contains(x));
|
|
}
|
|
|
|
// Special path for scenes, they can use data from previous sharedAssets in the same bundle
|
|
if (!previousSceneObjects.IsNullOrEmpty())
|
|
references.RemoveAll(previousSceneObjects.Contains);
|
|
|
|
return referencedAssets.Select(x => x.asset).ToList();
|
|
}
|
|
}
|
|
}
|