//-----------------------------------------------------------------------
//
// 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