//----------------------------------------------------------------------- // // Copyright (c) 2018 Sirenix IVS // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // //----------------------------------------------------------------------- #if UNITY_EDITOR namespace VRC.Udon.Serialization.OdinSerializer.Editor { using Utilities; using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using System.Reflection; using UnityEngine.SceneManagement; using System.Collections; public sealed class AOTSupportScanner : IDisposable { private bool scanning; private bool allowRegisteringScannedTypes; private HashSet seenSerializedTypes = new HashSet(); private static System.Diagnostics.Stopwatch smartProgressBarWatch = System.Diagnostics.Stopwatch.StartNew(); private static int smartProgressBarDisplaysSinceLastUpdate = 0; private static readonly MethodInfo PlayerSettings_GetPreloadedAssets_Method = typeof(PlayerSettings).GetMethod("GetPreloadedAssets", BindingFlags.Public | BindingFlags.Static, null, Type.EmptyTypes, null); private static readonly PropertyInfo Debug_Logger_Property = typeof(Debug).GetProperty("unityLogger") ?? typeof(Debug).GetProperty("logger"); public void BeginScan() { this.scanning = true; allowRegisteringScannedTypes = false; this.seenSerializedTypes.Clear(); FormatterLocator.OnLocatedEmittableFormatterForType += this.OnLocatedEmitType; FormatterLocator.OnLocatedFormatter += this.OnLocatedFormatter; Serializer.OnSerializedType += this.OnSerializedType; } public bool ScanPreloadedAssets(bool showProgressBar) { // The API does not exist in this version of Unity if (PlayerSettings_GetPreloadedAssets_Method == null) return true; UnityEngine.Object[] assets = (UnityEngine.Object[])PlayerSettings_GetPreloadedAssets_Method.Invoke(null, null); if (assets == null) return true; try { for (int i = 0; i < assets.Length; i++) { if (showProgressBar && DisplaySmartUpdatingCancellableProgressBar("Scanning preloaded assets for AOT support", (i + 1) + " / " + assets.Length, (float)i / assets.Length)) { return false; } var asset = assets[i]; if (asset == null) continue; if (AssetDatabase.Contains(asset)) { // Scan the asset and all its dependencies var path = AssetDatabase.GetAssetPath(asset); this.ScanAsset(path, true); } else { // Just scan the asset this.ScanObject(asset); } } } finally { if (showProgressBar) { EditorUtility.ClearProgressBar(); } } return true; } public bool ScanAssetBundle(string bundle) { string[] assets = AssetDatabase.GetAssetPathsFromAssetBundle(bundle); foreach (var asset in assets) { this.ScanAsset(asset, true); } return true; } public bool ScanAllAssetBundles(bool showProgressBar) { try { string[] bundles = AssetDatabase.GetAllAssetBundleNames(); for (int i = 0; i < bundles.Length; i++) { var bundle = bundles[i]; if (showProgressBar && DisplaySmartUpdatingCancellableProgressBar("Scanning asset bundles for AOT support", bundle, (float)i / bundles.Length)) { return false; } this.ScanAssetBundle(bundle); } } finally { if (showProgressBar) { EditorUtility.ClearProgressBar(); } } return true; } public bool ScanAllAddressables(bool includeAssetDependencies, bool showProgressBar) { // We don't know whether the addressables package is installed or not. So... needs must. // Our only real choice is to utilize reflection that's stocked to the brim with failsafes // and error logging. // // Truly, the code below should not have needed to be written. // The following section is the code as it would be without reflection. Please modify this // code reference to be accurate if the reflection code is changed. /* var settings = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings; if (settings != null && settings.groups != null) { foreach (AddressableAssetGroup group in settings.groups) { if (group.HasSchema(typeof(PlayerDataGroupSchema))) continue; List results = new List(); group.GatherAllAssets(results, true, true, true, null); foreach (var result in results) { this.ScanAsset(result.AssetPath, includeAssetDependencies); } } } */ bool progressBarWasDisplayed = false; try { Type AddressableAssetSettingsDefaultObject_Type = TwoWaySerializationBinder.Default.BindToType("UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject"); if (AddressableAssetSettingsDefaultObject_Type == null) return true; PropertyInfo AddressableAssetSettingsDefaultObject_Settings = AddressableAssetSettingsDefaultObject_Type.GetProperty("Settings"); if (AddressableAssetSettingsDefaultObject_Settings == null) throw new NotSupportedException("AddressableAssetSettingsDefaultObject.Settings property not found"); ScriptableObject settings = (ScriptableObject)AddressableAssetSettingsDefaultObject_Settings.GetValue(null, null); if (settings == null) return true; Type AddressableAssetSettings_Type = settings.GetType(); PropertyInfo AddressableAssetSettings_groups = AddressableAssetSettings_Type.GetProperty("groups"); if (AddressableAssetSettings_groups == null) throw new NotSupportedException("AddressableAssetSettings.groups property not found"); IList groups = (IList)AddressableAssetSettings_groups.GetValue(settings, null); if (groups == null) return true; Type PlayerDataGroupSchema_Type = TwoWaySerializationBinder.Default.BindToType("UnityEditor.AddressableAssets.Settings.GroupSchemas.PlayerDataGroupSchema"); if (PlayerDataGroupSchema_Type == null) throw new NotSupportedException("PlayerDataGroupSchema type not found"); Type AddressableAssetGroup_Type = null; MethodInfo AddressableAssetGroup_HasSchema = null; MethodInfo AddressableAssetGroup_GatherAllAssets = null; Type AddressableAssetEntry_Type = TwoWaySerializationBinder.Default.BindToType("UnityEditor.AddressableAssets.Settings.AddressableAssetEntry"); if (AddressableAssetEntry_Type == null) throw new NotSupportedException("AddressableAssetEntry type not found"); Type List_AddressableAssetEntry_Type = typeof(List<>).MakeGenericType(AddressableAssetEntry_Type); Type Func_AddressableAssetEntry_bool_Type = typeof(Func<,>).MakeGenericType(AddressableAssetEntry_Type, typeof(bool)); PropertyInfo AddressableAssetEntry_AssetPath = AddressableAssetEntry_Type.GetProperty("AssetPath"); if (AddressableAssetEntry_AssetPath == null) throw new NotSupportedException("AddressableAssetEntry.AssetPath property not found"); foreach (object groupObj in groups) { ScriptableObject group = (ScriptableObject)groupObj; if (group == null) continue; string groupName = group.name; if (AddressableAssetGroup_Type == null) { AddressableAssetGroup_Type = group.GetType(); AddressableAssetGroup_HasSchema = AddressableAssetGroup_Type.GetMethod("HasSchema", Flags.InstancePublic, null, new Type[] { typeof(Type) }, null); if (AddressableAssetGroup_HasSchema == null) throw new NotSupportedException("AddressableAssetGroup.HasSchema(Type type) method not found"); AddressableAssetGroup_GatherAllAssets = AddressableAssetGroup_Type.GetMethod("GatherAllAssets", Flags.InstancePublic, null, new Type[] { List_AddressableAssetEntry_Type, typeof(bool), typeof(bool), typeof(bool), Func_AddressableAssetEntry_bool_Type }, null); if (AddressableAssetGroup_GatherAllAssets == null) throw new NotSupportedException("AddressableAssetGroup.GatherAllAssets(List results, bool includeSelf, bool recurseAll, bool includeSubObjects, Func entryFilter) method not found"); } bool hasPlayerDataGroupSchema = (bool)AddressableAssetGroup_HasSchema.Invoke(group, new object[] { PlayerDataGroupSchema_Type }); if (hasPlayerDataGroupSchema) continue; // Skip this group, since it contains all the player data such as resources and build scenes, and we're scanning that separately IList results = (IList)Activator.CreateInstance(List_AddressableAssetEntry_Type); AddressableAssetGroup_GatherAllAssets.Invoke(group, new object[] { results, true, true, true, null }); for (int i = 0; i < results.Count; i++) { object entry = (object)results[i]; if (entry == null) continue; string assetPath = (string)AddressableAssetEntry_AssetPath.GetValue(entry, null); if (showProgressBar) { progressBarWasDisplayed = true; if (DisplaySmartUpdatingCancellableProgressBar("Scanning addressables for AOT support", groupName + ": " + assetPath, (float)i / results.Count)) { return false; } } // Finally! this.ScanAsset(assetPath, includeAssetDependencies); } } } catch (NotSupportedException ex) { Debug.LogWarning("Could not AOT scan Addressables assets due to missing APIs: " + ex.Message); } catch (Exception ex) { Debug.LogError("Scanning addressables failed with the following exception..."); Debug.LogException(ex); } finally { if (progressBarWasDisplayed) { EditorUtility.ClearProgressBar(); } } return true; } public bool ScanAllResources(bool includeResourceDependencies, bool showProgressBar, List resourcesPaths = null) { if (resourcesPaths == null) { resourcesPaths = new List() {""}; } try { if (showProgressBar && DisplaySmartUpdatingCancellableProgressBar("Scanning resources for AOT support", "Loading resource assets", 0f)) { return false; } var resourcesPathsSet = new HashSet(); for (int i = 0; i < resourcesPaths.Count; i++) { var resourcesPath = resourcesPaths[i]; if (showProgressBar && DisplaySmartUpdatingCancellableProgressBar("Listing resources for AOT support", resourcesPath, (float)i / resourcesPaths.Count)) { return false; } var resources = Resources.LoadAll(resourcesPath); foreach (var resource in resources) { try { var assetPath = AssetDatabase.GetAssetPath(resource); if (assetPath != null) { resourcesPathsSet.Add(assetPath); } } catch (MissingReferenceException ex) { Debug.LogError("A resource threw a missing reference exception when scanning. Skipping resource and continuing scan.", resource); Debug.LogException(ex, resource); continue; } } } string[] resourcePaths = resourcesPathsSet.ToArray(); for (int i = 0; i < resourcePaths.Length; i++) { if (resourcePaths[i] == null) continue; try { if (showProgressBar && DisplaySmartUpdatingCancellableProgressBar("Scanning resource " + i + " for AOT support", resourcePaths[i], (float)i / resourcePaths.Length)) { return false; } var assetPath = resourcePaths[i]; // Exclude editor-only resources if (assetPath.ToLower().Contains("/editor/")) continue; this.ScanAsset(assetPath, includeAssetDependencies: includeResourceDependencies); } catch (MissingReferenceException ex) { Debug.LogError("A resource '" + resourcePaths[i] + "' threw a missing reference exception when scanning. Skipping resource and continuing scan."); Debug.LogException(ex); continue; } } return true; } finally { if (showProgressBar) { EditorUtility.ClearProgressBar(); } } } public bool ScanBuildScenes(bool includeSceneDependencies, bool showProgressBar) { var scenePaths = EditorBuildSettings.scenes .Where(n => n.enabled) .Select(n => n.path) .ToArray(); return this.ScanScenes(scenePaths, includeSceneDependencies, showProgressBar); } public bool ScanScenes(string[] scenePaths, bool includeSceneDependencies, bool showProgressBar) { if (scenePaths.Length == 0) return true; bool formerForceEditorModeSerialization = UnitySerializationUtility.ForceEditorModeSerialization; try { UnitySerializationUtility.ForceEditorModeSerialization = true; bool hasDirtyScenes = false; for (int i = 0; i < EditorSceneManager.sceneCount; i++) { if (EditorSceneManager.GetSceneAt(i).isDirty) { hasDirtyScenes = true; break; } } if (hasDirtyScenes && !EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { return false; } var oldSceneSetup = EditorSceneManager.GetSceneManagerSetup(); try { for (int i = 0; i < scenePaths.Length; i++) { var scenePath = scenePaths[i]; if (showProgressBar && DisplaySmartUpdatingCancellableProgressBar("Scanning scenes for AOT support", "Scene " + (i + 1) + "/" + scenePaths.Length + " - " + scenePath, (float)i / scenePaths.Length)) { return false; } if (!System.IO.File.Exists(scenePath)) { Debug.LogWarning("Skipped AOT scanning scene '" + scenePath + "' for a file not existing at the scene path."); continue; } Scene openScene = default(Scene); try { openScene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single); } catch { Debug.LogWarning("Skipped AOT scanning scene '" + scenePath + "' for throwing exceptions when trying to load it."); continue; } var sceneGOs = Resources.FindObjectsOfTypeAll(); foreach (var go in sceneGOs) { if (go.scene != openScene) continue; if ((go.hideFlags & HideFlags.DontSaveInBuild) == 0) { foreach (var component in go.GetComponents()) { try { this.allowRegisteringScannedTypes = true; component.OnBeforeSerialize(); var prefabSupporter = component as ISupportsPrefabSerialization; if (prefabSupporter != null) { // Also force a serialization of the object's prefab modifications, in case there are unknown types in there List objs = null; var mods = UnitySerializationUtility.DeserializePrefabModifications(prefabSupporter.SerializationData.PrefabModifications, prefabSupporter.SerializationData.PrefabModificationsReferencedUnityObjects); UnitySerializationUtility.SerializePrefabModifications(mods, ref objs); } } finally { this.allowRegisteringScannedTypes = false; } } } } } // Load a new empty scene that will be unloaded immediately, just to be sure we completely clear all changes made by the scan // Sometimes this fails for unknown reasons. In that case, swallow any exceptions, and just soldier on and hope for the best! // Additionally, also eat any debug logs that happen here, because logged errors can stop the build process, and we don't want // that to happen. UnityEngine.ILogger logger = null; if (Debug_Logger_Property != null) { logger = (UnityEngine.ILogger)Debug_Logger_Property.GetValue(null, null); } bool previous = true; try { if (logger != null) { previous = logger.logEnabled; logger.logEnabled = false; } EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); } catch { } finally { if (logger != null) { logger.logEnabled = previous; } } } finally { if (oldSceneSetup != null && oldSceneSetup.Length > 0) { if (showProgressBar) { EditorUtility.DisplayProgressBar("Restoring scene setup", "", 1.0f); } EditorSceneManager.RestoreSceneManagerSetup(oldSceneSetup); } } if (includeSceneDependencies) { for (int i = 0; i < scenePaths.Length; i++) { var scenePath = scenePaths[i]; if (showProgressBar && DisplaySmartUpdatingCancellableProgressBar("Scanning scene dependencies for AOT support", "Scene " + (i + 1) + "/" + scenePaths.Length + " - " + scenePath, (float)i / scenePaths.Length)) { return false; } string[] dependencies = AssetDatabase.GetDependencies(scenePath, recursive: true); foreach (var dependency in dependencies) { this.ScanAsset(dependency, includeAssetDependencies: false); // All dependencies of this asset were already included recursively by Unity } } } return true; } finally { if (showProgressBar) { EditorUtility.ClearProgressBar(); } UnitySerializationUtility.ForceEditorModeSerialization = formerForceEditorModeSerialization; } } public bool ScanAsset(string assetPath, bool includeAssetDependencies) { if (assetPath.EndsWith(".unity")) { return this.ScanScenes(new string[] { assetPath }, includeAssetDependencies, false); } if (!(assetPath.EndsWith(".asset") || assetPath.EndsWith(".prefab"))) { // ScanAsset can only scan .asset and .prefab assets. return false; } bool formerForceEditorModeSerialization = UnitySerializationUtility.ForceEditorModeSerialization; try { UnitySerializationUtility.ForceEditorModeSerialization = true; var assets = AssetDatabase.LoadAllAssetsAtPath(assetPath); if (assets == null || assets.Length == 0) { return false; } foreach (var asset in assets) { if (asset == null) continue; this.ScanObject(asset); } if (includeAssetDependencies) { string[] dependencies = AssetDatabase.GetDependencies(assetPath, recursive: true); foreach (var dependency in dependencies) { this.ScanAsset(dependency, includeAssetDependencies: false); // All dependencies were already included recursively by Unity } } return true; } finally { UnitySerializationUtility.ForceEditorModeSerialization = formerForceEditorModeSerialization; } } public void ScanObject(UnityEngine.Object obj) { if (obj is ISerializationCallbackReceiver) { bool formerForceEditorModeSerialization = UnitySerializationUtility.ForceEditorModeSerialization; try { UnitySerializationUtility.ForceEditorModeSerialization = true; this.allowRegisteringScannedTypes = true; (obj as ISerializationCallbackReceiver).OnBeforeSerialize(); } finally { this.allowRegisteringScannedTypes = false; UnitySerializationUtility.ForceEditorModeSerialization = formerForceEditorModeSerialization; } } } public List EndScan() { if (!this.scanning) throw new InvalidOperationException("Cannot end a scan when scanning has not begun."); var result = this.seenSerializedTypes.ToList(); this.Dispose(); return result; } public void Dispose() { if (this.scanning) { FormatterLocator.OnLocatedEmittableFormatterForType -= this.OnLocatedEmitType; FormatterLocator.OnLocatedFormatter -= this.OnLocatedFormatter; Serializer.OnSerializedType -= this.OnSerializedType; this.scanning = false; this.seenSerializedTypes.Clear(); this.allowRegisteringScannedTypes = false; } } private void OnLocatedEmitType(Type type) { if (!AllowRegisterType(type)) return; this.RegisterType(type); } private void OnSerializedType(Type type) { if (!AllowRegisterType(type)) return; this.RegisterType(type); } private void OnLocatedFormatter(IFormatter formatter) { var type = formatter.SerializedType; if (type == null) return; if (!AllowRegisterType(type)) return; this.RegisterType(type); } private static bool AllowRegisterType(Type type) { if (IsEditorOnlyAssembly(type.Assembly)) return false; if (type.IsGenericType) { foreach (var parameter in type.GetGenericArguments()) { if (!AllowRegisterType(parameter)) return false; } } return true; } private static bool IsEditorOnlyAssembly(Assembly assembly) { return EditorAssemblyNames.Contains(assembly.GetName().Name); } private static HashSet EditorAssemblyNames = new HashSet() { "Assembly-CSharp-Editor", "Assembly-UnityScript-Editor", "Assembly-Boo-Editor", "Assembly-CSharp-Editor-firstpass", "Assembly-UnityScript-Editor-firstpass", "Assembly-Boo-Editor-firstpass", typeof(Editor).Assembly.GetName().Name }; private void RegisterType(Type type) { if (!this.allowRegisteringScannedTypes) return; //if (type.IsAbstract || type.IsInterface) return; if (type.IsGenericType && (type.IsGenericTypeDefinition || !type.IsFullyConstructedGenericType())) return; //if (this.seenSerializedTypes.Add(type)) //{ // Debug.Log("Added " + type.GetNiceFullName()); //} this.seenSerializedTypes.Add(type); if (type.IsGenericType) { foreach (var arg in type.GetGenericArguments()) { this.RegisterType(arg); } } } private static bool DisplaySmartUpdatingCancellableProgressBar(string title, string details, float progress, int updateIntervalByMS = 200, int updateIntervalByCall = 50) { bool updateProgressBar = smartProgressBarWatch.ElapsedMilliseconds >= updateIntervalByMS || ++smartProgressBarDisplaysSinceLastUpdate >= updateIntervalByCall; if (updateProgressBar) { smartProgressBarWatch.Stop(); smartProgressBarWatch.Reset(); smartProgressBarWatch.Start(); smartProgressBarDisplaysSinceLastUpdate = 0; if (EditorUtility.DisplayCancelableProgressBar(title, details, progress)) { return true; } } return false; } } } #endif