generated from max/template-unity-project
Profiling scopes
- Added profiling scope utility - Added profiling scopes around some functions - Testing StreamWriter and FileStream
This commit is contained in:
parent
d859ad1af5
commit
6667f013bf
@ -82,33 +82,54 @@ private void CreateScenePartitions()
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private void LoadScenePartitions(SortedSet<ulong> partitionIds)
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{
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if (!Data.HasCreatedPartitions) return;
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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List<string> sceneData = new List<string>();
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Data.LoadedScenePartitions.Clear();
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// Add always load ids.
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SortedSet<ulong> baseIds = GetAlwaysLoadIds();
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foreach (var id in baseIds)
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using (new ProfilerUtility.ProfilerScope($"{nameof(LoadScenePartitions)}"))
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{
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partitionIds.Add(id);
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if (!Data.HasCreatedPartitions) return;
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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Data.LoadedScenePartitions.Clear();
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// Add always load ids.
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SortedSet<ulong> baseIds = GetAlwaysLoadIds();
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foreach (var id in baseIds)
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{
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partitionIds.Add(id);
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}
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// Clear file.
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File.WriteAllText(scenePath, string.Empty);
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// Create scene data.
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try
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{
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using (FileStream outputStream = new FileStream(scenePath, FileMode.Append, FileAccess.Write))
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{
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foreach (ulong id in partitionIds)
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{
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ScenePartition p = Data.ScenePartitions[id];
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using (FileStream inputStream = new FileStream(p.filePath, FileMode.Open, FileAccess.Read))
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{
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byte[] buffer = new byte[4096];
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int bytesRead;
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while ((bytesRead = inputStream.Read(buffer, 0, buffer.Length)) > 0)
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{
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outputStream.Write(buffer, 0, bytesRead);
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}
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}
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Data.LoadedScenePartitions.Add(p.id, p);
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogException(ex);
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}
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AssetDatabase.Refresh();
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}
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// Create scene data.
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foreach (ulong id in partitionIds)
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{
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ScenePartition p = Data.ScenePartitions[id];
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sceneData.AddRange(File.ReadAllLines(p.filePath));
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Data.LoadedScenePartitions.Add(p.id, p);
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}
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// Create scene.
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File.WriteAllLines(scenePath, sceneData);
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AssetDatabase.Refresh();
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}
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/// <summary>
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@ -116,38 +137,41 @@ private void LoadScenePartitions(SortedSet<ulong> partitionIds)
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/// </summary>
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public void Save()
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{
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DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
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string pattern = @"&(\d+)";
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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// Read the data from the scene file.
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string[] sceneData = File.ReadAllLines(scenePath);
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// Split it into blocks.
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int lastIndex = sceneData.Length;
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for (int i = sceneData.Length - 1; i >= 0; i--)
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using (new ProfilerUtility.ProfilerScope($"{nameof(Save)}"))
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{
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if (sceneData[i].StartsWith("---")) // --- is the start of a new yaml document.
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DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
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string pattern = @"&(\d+)";
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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// Read the data from the scene file.
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string[] sceneData = File.ReadAllLines(scenePath);
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// Split it into blocks.
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int lastIndex = sceneData.Length;
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for (int i = sceneData.Length - 1; i >= 0; i--)
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{
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Match match = Regex.Match(sceneData[i], pattern);
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if (match.Success)
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if (sceneData[i].StartsWith("---")) // --- is the start of a new yaml document.
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{
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// Extract the file number
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string id = match.Groups[1].Value;
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Match match = Regex.Match(sceneData[i], pattern);
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// Write data to disk.
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File.WriteAllLines($"{dataPath}/{SceneName}-{id}.yaml", sceneData[i..lastIndex]);
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if (match.Success)
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{
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// Extract the file number
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string id = match.Groups[1].Value;
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// Write data to disk.
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File.WriteAllLines($"{dataPath}/{SceneName}-{id}.yaml", sceneData[i..lastIndex]);
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}
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lastIndex = i;
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}
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lastIndex = i;
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}
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}
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// Write header to disk.
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File.WriteAllLines($"{dataPath}/{SceneName}.yaml", sceneData[0..lastIndex]);
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// Write header to disk.
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File.WriteAllLines($"{dataPath}/{SceneName}.yaml", sceneData[0..lastIndex]);
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}
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}
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/// <summary>
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@ -155,51 +179,60 @@ public void Save()
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/// </summary>
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public void Unload()
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{
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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Scene scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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GameObject[] gameObjects = scene.GetRootGameObjects();
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for (int i = gameObjects.Length - 1; i >= 0; i--)
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using (new ProfilerUtility.ProfilerScope($"{nameof(Unload)}"))
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{
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DestroyImmediate(gameObjects[i]);
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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Scene scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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GameObject[] gameObjects = scene.GetRootGameObjects();
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for (int i = gameObjects.Length - 1; i >= 0; i--)
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{
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DestroyImmediate(gameObjects[i]);
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}
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EditorSceneManager.SaveScene(scene);
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Data.LoadedScenePartitions.Clear();
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AssetDatabase.Refresh();
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}
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EditorSceneManager.SaveScene(scene);
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Data.LoadedScenePartitions.Clear();
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AssetDatabase.Refresh();
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}
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private void DeleteLoadedPartitions()
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{
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if (!Data.HasLoadedPartitions) return;
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foreach (KeyValuePair<ulong, ScenePartition> scenePartition in Data.LoadedScenePartitions)
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using (new ProfilerUtility.ProfilerScope($"{nameof(DeleteLoadedPartitions)}"))
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{
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if (!File.Exists(scenePartition.Value.filePath)) continue;
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if (!Data.HasLoadedPartitions) return;
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File.Delete(scenePartition.Value.filePath);
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foreach (KeyValuePair<ulong, ScenePartition> scenePartition in Data.LoadedScenePartitions)
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{
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if (!File.Exists(scenePartition.Value.filePath)) continue;
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File.Delete(scenePartition.Value.filePath);
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}
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}
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}
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public void LoadPartitions(ulong[] ids)
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{
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SortedSet<ulong> partitionIds = new SortedSet<ulong>();
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for (int i = 0; i < ids.Length; i++)
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using (new ProfilerUtility.ProfilerScope($"{nameof(LoadPartitions)}"))
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{
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SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
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foreach (ulong c in connections)
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{
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partitionIds.Add(c);
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}
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}
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SortedSet<ulong> partitionIds = new SortedSet<ulong>();
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LoadScenePartitions(partitionIds);
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for (int i = 0; i < ids.Length; i++)
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{
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SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
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foreach (ulong c in connections)
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{
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partitionIds.Add(c);
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}
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}
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LoadScenePartitions(partitionIds);
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}
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}
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private SortedSet<ulong> GetAlwaysLoadIds()
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@ -220,76 +253,79 @@ private SortedSet<ulong> GetAlwaysLoadIds()
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public void GenerateSceneGridData()
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{
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LoadAll();
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if (!Data.HasCreatedPartitions) return;
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Scene scene = EditorSceneManager.OpenScene(ScenePartitionUtils.GetScenePath(this), OpenSceneMode.Single);
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GameObject[] rootGameObjects = scene.GetRootGameObjects();
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Data.SceneGrid.Grid.Clear();
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//// Maybe later switch to getting the data from disk instead of loading the scene and then unloading it again.
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//foreach (GameObject gameObject in rootGameObjects)
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//{
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// // https://forum.unity.com/threads/how-to-get-the-local-identifier-in-file-for-scene-objects.265686/
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// PropertyInfo inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
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// SerializedObject serializedObject = new SerializedObject(gameObject.transform);
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// inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
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// SerializedProperty localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
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// long localId = localIdProp.longValue;
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// if (localId == 0)
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// {
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// if (PrefabUtility.IsPartOfPrefabInstance(gameObject))
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// {
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// GlobalObjectId id = GlobalObjectId.GetGlobalObjectIdSlow(gameObject); // We could use this funtion for all objects. Might be a bit slower but is also simple.
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// localId = long.Parse(id.targetPrefabId.ToString());
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// Debug.Log($"{id.assetGUID} | {id.identifierType} | {id.targetObjectId} | {id.targetPrefabId}");
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// if (id.targetObjectId == 0 && id.targetPrefabId == 0)
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// }
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// else
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// }
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// if (!Data.ScenePartitions.ContainsKey(localId))
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// Data.SceneGrid.Insert(localId, gameObject.transform.position);
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//}
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GlobalObjectId[] ids = new GlobalObjectId[rootGameObjects.Length];
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GlobalObjectId.GetGlobalObjectIdsSlow(rootGameObjects, ids);
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for (int i = 0; i < ids.Length; i++)
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using (new ProfilerUtility.ProfilerScope($"{nameof(GenerateSceneGridData)}"))
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{
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Debug.Log($"{ids[i].assetGUID} | {ids[i].identifierType} | {ids[i].targetObjectId} | {ids[i].targetPrefabId}");
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LoadAll();
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if (ids[i].targetPrefabId == 0) // 0 = no prefab.
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if (!Data.HasCreatedPartitions) return;
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Scene scene = EditorSceneManager.OpenScene(ScenePartitionUtils.GetScenePath(this), OpenSceneMode.Single);
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GameObject[] rootGameObjects = scene.GetRootGameObjects();
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Data.SceneGrid.Grid.Clear();
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//// Maybe later switch to getting the data from disk instead of loading the scene and then unloading it again.
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//foreach (GameObject gameObject in rootGameObjects)
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//{
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// // https://forum.unity.com/threads/how-to-get-the-local-identifier-in-file-for-scene-objects.265686/
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// PropertyInfo inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
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// SerializedObject serializedObject = new SerializedObject(gameObject.transform);
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// inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
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// SerializedProperty localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
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// long localId = localIdProp.longValue;
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// if (localId == 0)
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// {
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// if (PrefabUtility.IsPartOfPrefabInstance(gameObject))
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// {
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// GlobalObjectId id = GlobalObjectId.GetGlobalObjectIdSlow(gameObject); // We could use this funtion for all objects. Might be a bit slower but is also simple.
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// localId = long.Parse(id.targetPrefabId.ToString());
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// Debug.Log($"{id.assetGUID} | {id.identifierType} | {id.targetObjectId} | {id.targetPrefabId}");
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// if (id.targetObjectId == 0 && id.targetPrefabId == 0)
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// }
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// else
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// }
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// if (!Data.ScenePartitions.ContainsKey(localId))
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// Data.SceneGrid.Insert(localId, gameObject.transform.position);
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//}
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GlobalObjectId[] ids = new GlobalObjectId[rootGameObjects.Length];
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GlobalObjectId.GetGlobalObjectIdsSlow(rootGameObjects, ids);
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for (int i = 0; i < ids.Length; i++)
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{
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Data.SceneGrid.Insert(ids[i].targetObjectId, rootGameObjects[i].transform.position, ScenePartitionSceneViewEditor.cellSize);
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}
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else
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{
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Data.SceneGrid.Insert(ids[i].targetPrefabId, rootGameObjects[i].transform.position, ScenePartitionSceneViewEditor.cellSize);
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//Debug.Log($"{ids[i].assetGUID} | {ids[i].identifierType} | {ids[i].targetObjectId} | {ids[i].targetPrefabId}");
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if (ids[i].targetPrefabId == 0) // 0 = no prefab.
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{
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Data.SceneGrid.Insert(ids[i].targetObjectId, rootGameObjects[i].transform.position, ScenePartitionSceneViewEditor.cellSize);
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}
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else
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{
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Data.SceneGrid.Insert(ids[i].targetPrefabId, rootGameObjects[i].transform.position, ScenePartitionSceneViewEditor.cellSize);
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}
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}
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Unload();
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}
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Unload();
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}
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public void LoadCell(int gridId)
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@ -33,9 +33,12 @@ public static string GetScenePath(ScenePartitionSO scenePartitionSO)
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public static SortedSet<ulong> FindDeeplyLinkedObjects(SortedList<ulong, ScenePartition> scenePartitions, ulong partitionId)
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{
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SortedSet<ulong> linkedObjects = new SortedSet<ulong>();
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FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
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return linkedObjects;
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using (new ProfilerUtility.ProfilerScope($"{nameof(FindDeeplyLinkedObjects)}"))
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{
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SortedSet<ulong> linkedObjects = new SortedSet<ulong>();
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FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
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return linkedObjects;
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}
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}
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private static void FindDeeplyLinkedObjectsRecursive(SortedList<ulong, ScenePartition> scenePartitions, ulong partitionId, SortedSet<ulong> linkedObjects)
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@ -60,32 +63,35 @@ private static void FindDeeplyLinkedObjectsRecursive(SortedList<ulong, ScenePart
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public static bool TryGetScenePartitionSOForActiveScene(out ScenePartitionSO scenePartitionSO)
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{
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scenePartitionSO = null;
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UnityEngine.SceneManagement.Scene activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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if (activeScene == null) return false;
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string filter = $"t:{nameof(ScenePartitionSO)}";
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string[] assets = AssetDatabase.FindAssets(filter);
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if (assets == null || assets.Length <= 0) return false;
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for (int i = 0; i < assets.Length; i++)
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using (new ProfilerUtility.ProfilerScope($"{nameof(TryGetScenePartitionSOForActiveScene)}"))
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{
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string path = AssetDatabase.GUIDToAssetPath(assets[i]);
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ScenePartitionSO scenePartition = AssetDatabase.LoadAssetAtPath<ScenePartitionSO>(path);
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scenePartitionSO = null;
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if (scenePartition == null) continue;
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UnityEngine.SceneManagement.Scene activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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if (scenePartition.SceneName == activeScene.name)
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if (activeScene == null) return false;
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string filter = $"t:{nameof(ScenePartitionSO)}";
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string[] assets = AssetDatabase.FindAssets(filter);
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if (assets == null || assets.Length <= 0) return false;
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for (int i = 0; i < assets.Length; i++)
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{
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scenePartitionSO = scenePartition;
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return true;
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}
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}
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string path = AssetDatabase.GUIDToAssetPath(assets[i]);
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ScenePartitionSO scenePartition = AssetDatabase.LoadAssetAtPath<ScenePartitionSO>(path);
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return false;
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if (scenePartition == null) continue;
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if (scenePartition.SceneName == activeScene.name)
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{
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scenePartitionSO = scenePartition;
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return true;
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}
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}
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return false;
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}
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}
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}
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}
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26
Runtime/ProfilerUtility.cs
Normal file
26
Runtime/ProfilerUtility.cs
Normal file
@ -0,0 +1,26 @@
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using UnityEngine;
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using UnityEngine.Profiling;
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namespace VertexColor.ScenePartition
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{
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public static class ProfilerUtility
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{
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public class ProfilerScope : System.IDisposable
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{
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public ProfilerScope(string name)
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{
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Profiler.BeginSample(name);
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}
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public ProfilerScope(string name, Object target)
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{
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Profiler.BeginSample(name, target);
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||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Profiler.EndSample();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Runtime/ProfilerUtility.cs.meta
Normal file
11
Runtime/ProfilerUtility.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7338cbb3bcd0a224fbfca184c7efcd7e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user