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path: root/VRCSDK3Worlds/Assets/Udon/Serialization/OdinSerializer/Unity Integration/UnitySerializationInitializer.cs
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//-----------------------------------------------------------------------
// <copyright file="UnitySerializationInitializer.cs" company="Sirenix IVS">
// 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.
// </copyright>
//-----------------------------------------------------------------------

namespace VRC.Udon.Serialization.OdinSerializer
{
    using UnityEngine;

    /// <summary>
    /// Utility class which initializes the Sirenix serialization system to be compatible with Unity.
    /// </summary>
    public static class UnitySerializationInitializer
    {
        private static readonly object LOCK = new object();
        private static bool initialized = false;

        public static bool Initialized { get { return initialized; } }

        public static RuntimePlatform CurrentPlatform { get; private set; }
        
        /// <summary>
        /// Initializes the Sirenix serialization system to be compatible with Unity.
        /// </summary>
        public static void Initialize()
        {
            if (!initialized)
            {
                lock (LOCK)
                {
                    if (!initialized)
                    {
                        try
                        {
                        // Ensure that the config instance is loaded before deserialization of anything occurs.
                        // If we try to load it during deserialization, Unity will throw exceptions, as a lot of
                        // the Unity API is disallowed during serialization and deserialization.
                        GlobalSerializationConfig.LoadInstanceIfAssetExists();

                        CurrentPlatform = Application.platform;

                        if (Application.isEditor) return;

                            ArchitectureInfo.SetRuntimePlatform(CurrentPlatform);

                            //if (CurrentPlatform == RuntimePlatform.Android)
                            //{
                            //    //using (var system = new AndroidJavaClass("java.lang.System"))
                            //    //{
                            //    //    string architecture = system.CallStatic<string>("getProperty", "os.arch");
                            //    //    ArchitectureInfo.SetIsOnAndroid(architecture);
                            //    //}
                            //}
                            //else if (CurrentPlatform == RuntimePlatform.IPhonePlayer)
                            //{
                            //    ArchitectureInfo.SetIsOnIPhone();
                            //}
                            //else
                            //{
                            //    ArchitectureInfo.SetIsNotOnMobile();
                            //}
                        }
                        finally
                        {
                            initialized = true;
                        }
                    }
                }
            }
        }

        [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
        private static void InitializeRuntime()
        {
            Initialize();
        }

#if UNITY_EDITOR

        [UnityEditor.InitializeOnLoadMethod]
        private static void InitializeEditor()
        {
            Initialize();
        }
#endif
    }
}