Work State Serialization

- Worked on serialization issues (some string data doesn't get correctly formatted, but was also not needed, so removed the data part from ScenePartition)
- Moved some files to runtime (wip)
This commit is contained in:
max
2023-06-26 01:03:14 +02:00
parent 3bba6da1a6
commit b6f9052cff
12 changed files with 169 additions and 101 deletions

View File

@ -1,70 +0,0 @@
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
namespace VertexColor.ScenePartition.Editor
{
public class SceneIdComparer : IComparer<ScenePartition>
{
public int Compare(ScenePartition x, ScenePartition y)
{
if (x.id == y.id)
{
return 0;
}
if (x.id < y.id)
{
return -1;
}
return 1;
}
}
[System.Serializable]
public class ScenePartition
{
public uint id = 0;
public string filePath = null;
public string[] data = null;
public SerializableSortedSet<uint> references = new SerializableSortedSet<uint>();
public ScenePartition(string filePath)
{
this.filePath = filePath;
data = File.ReadAllLines(filePath);
if (data == null || data.Length == 0) return;
{ // Get id.
string pattern = @"&(\d+)";
// Find all matches using regex
Match match = Regex.Match(data[0], pattern);
if (!match.Success) return;
if (!uint.TryParse(match.Groups[1].Value, out id)) return;
}
{ // Get references.
string pattern = @"fileID:\s(\d+)";
for (int i = 0; i < data.Length; i++)
{
// Find the match using regex
Match match = Regex.Match(data[i], pattern);
if (!match.Success) continue;
if (uint.TryParse(match.Groups[1].Value, out uint fileNumber))
{
if (fileNumber == 0) continue; // 0 == nothing.
references.Add(fileNumber);
}
}
}
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 002f02333c6d0b844bff6ab0266ad686
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -5,10 +5,12 @@ namespace VertexColor.ScenePartition.Editor
[CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionDataSO")]
public class ScenePartitionDataSO : ScriptableObject
{
public bool hasCreatedPartitions => scenePartitions != null && scenePartitions.Count > 0;
public SerializableSortedList<uint, ScenePartition> scenePartitions = new SerializableSortedList<uint, ScenePartition>();
public bool HasCreatedPartitions => ScenePartitions != null && ScenePartitions.Count > 0;
public ScenePartitionSortedList ScenePartitions = new ScenePartitionSortedList();
public bool hasLoadedPartitions => loadedScenePartitions != null && loadedScenePartitions.Count > 0;
public SerializableSortedList<uint, ScenePartition> loadedScenePartitions = new SerializableSortedList<uint, ScenePartition>();
public bool HasLoadedPartitions => LoadedScenePartitions != null && LoadedScenePartitions.Count > 0;
public ScenePartitionSortedList LoadedScenePartitions = new ScenePartitionSortedList();
public SceneGrid SceneGrid = new SceneGrid();
}
}

View File

@ -1,5 +1,6 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace VertexColor.ScenePartition.Editor
{
@ -18,48 +19,35 @@ namespace VertexColor.ScenePartition.Editor
EditorGUILayout.Space();
if (GUILayout.Button("Force Serialize"))
{
AssetDatabase.ForceReserializeAssets(new string[] { AssetDatabase.GetAssetPath(scenePartitionDataSO) }, ForceReserializeAssetsOptions.ReserializeAssetsAndMetadata);
}
using (new EditorGUI.DisabledGroupScope(true))
{
if (scenePartitionDataSO.hasCreatedPartitions)
if (scenePartitionDataSO.HasCreatedPartitions)
{
EditorGUILayout.LabelField($"scenePartitions");
foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.scenePartitions)
foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.ScenePartitions)
{
EditorGUILayout.IntField((int)scenePartition.Value.id);
if (scenePartition.Value.references != null && scenePartition.Value.references.Count > 0)
{
EditorGUI.indentLevel++;
foreach (var reference in scenePartition.Value.references)
{
EditorGUILayout.IntField((int)reference);
}
EditorGUI.indentLevel--;
}
}
}
EditorGUILayout.Space();
if (scenePartitionDataSO.hasLoadedPartitions)
if (scenePartitionDataSO.HasLoadedPartitions)
{
EditorGUILayout.LabelField($"loadedScenePartitions");
foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.loadedScenePartitions)
foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.LoadedScenePartitions)
{
EditorGUILayout.IntField((int)scenePartition.Value.id);
if (scenePartition.Value.references != null && scenePartition.Value.references.Count > 0)
{
EditorGUI.indentLevel++;
foreach (var reference in scenePartition.Value.references)
{
EditorGUILayout.IntField((int)reference);
}
EditorGUI.indentLevel--;
}
}
}
}
}
}
}
}

View File

@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
@ -11,15 +12,17 @@ namespace VertexColor.ScenePartition.Editor
public class ScenePartitionSO : ScriptableObject
{
[field: SerializeField]
public SceneAsset sceneAsset { get; private set; } = null;
public string sceneName => sceneAsset == null ? name : sceneAsset.name;
public ScenePartitionDataSO scenePartitionData = null;
public SceneAsset SceneAsset { get; private set; } = null;
public string SceneName => SceneAsset == null ? name : SceneAsset.name;
[SerializeField]
private ScenePartitionDataSO scenePartitionData = null;
public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 };
public void CreateScene()
{
if (sceneAsset != null) return;
if (SceneAsset != null) return;
string scenePath = Path.Combine(AssetDatabase.GetAssetPath(this), $"../{this.name}.unity");
@ -28,7 +31,7 @@ namespace VertexColor.ScenePartition.Editor
AssetDatabase.Refresh();
sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
SceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
@ -39,9 +42,13 @@ namespace VertexColor.ScenePartition.Editor
/// </summary>
public void LoadAll()
{
AssetDatabase.StartAssetEditing();
CreateScenePartitions();
SortedSet<uint> ids = new SortedSet<uint>(scenePartitionData.scenePartitions.Keys);
SortedSet<uint> ids = new SortedSet<uint>(scenePartitionData.ScenePartitions.Keys);
LoadScenePartitions(ids);
AssetDatabase.StopAssetEditing();
}
private void CreateScenePartitions()
@ -49,29 +56,29 @@ namespace VertexColor.ScenePartition.Editor
string dataPath = ScenePartitionUtils.GetDataPath(this);
string[] files = Directory.GetFiles(dataPath);
scenePartitionData.scenePartitions = new SerializableSortedList<uint, ScenePartition>();
scenePartitionData.ScenePartitions = new ScenePartitionSortedList();
for (int i = 0; i < files.Length; i++)
{
ScenePartition scenePartition = new ScenePartition(files[i]);
scenePartitionData.scenePartitions.Add(scenePartition.id, scenePartition);
scenePartitionData.ScenePartitions.Add(scenePartition.id, scenePartition);
}
}
private void LoadScenePartitions(SortedSet<uint> partitionIds)
{
if (!scenePartitionData.hasCreatedPartitions) return;
if (!scenePartitionData.HasCreatedPartitions) return;
string scenePath = ScenePartitionUtils.GetScenePath(this);
List<string> data = new List<string>();
scenePartitionData.loadedScenePartitions.Clear();
scenePartitionData.LoadedScenePartitions.Clear();
// Add default ids.
for (int i = 0; i < alwaysLoadIds.Count; i++)
{
if (scenePartitionData.scenePartitions.ContainsKey(alwaysLoadIds[i]))
if (scenePartitionData.ScenePartitions.ContainsKey(alwaysLoadIds[i]))
{
partitionIds.Add(alwaysLoadIds[i]);
}
@ -80,9 +87,9 @@ namespace VertexColor.ScenePartition.Editor
// Create scene data.
foreach (uint id in partitionIds)
{
ScenePartition p = scenePartitionData.scenePartitions[id];
data.AddRange(p.data);
scenePartitionData.loadedScenePartitions.Add(p.id, p);
ScenePartition p = scenePartitionData.ScenePartitions[id];
data.AddRange(File.ReadAllLines(p.filePath));
scenePartitionData.LoadedScenePartitions.Add(p.id, p);
}
// Create scene.
@ -96,33 +103,41 @@ namespace VertexColor.ScenePartition.Editor
/// </summary>
public void Save()
{
if (!scenePartitionData.hasCreatedPartitions) return;
if (!scenePartitionData.hasLoadedPartitions) return;
if (!scenePartitionData.HasCreatedPartitions) return;
if (!scenePartitionData.HasLoadedPartitions) return;
DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
string pattern = @"&(\d+)";
string dataPath = ScenePartitionUtils.GetDataPath(this);
string scenePath = ScenePartitionUtils.GetScenePath(this);
// Read the data from the scene file.
string[] data = File.ReadAllLines(scenePath);
// Split it into blocks.
int lastIndex = data.Length;
for (int i = data.Length - 1; i >= 0; i--)
{
if (data[i].StartsWith("---")) // --- is the start of a new yaml document.
{
int idStartIndex = data[i].IndexOf(" &") + 2; // & is the start of the object id.
int idLength = data[i].Length;
Match match = Regex.Match(data[i], pattern);
File.WriteAllLines($"{dataPath}/{sceneName}-{data[i][idStartIndex..idLength]}.yaml", data[i..lastIndex]);
if (match.Success)
{
// Extract the file number
string id = match.Groups[1].Value;
// Write data to disk.
File.WriteAllLines($"{dataPath}/{SceneName}-{id}.yaml", data[i..lastIndex]);
}
lastIndex = i;
}
}
File.WriteAllLines($"{dataPath}/{sceneName}.yaml", data[0..lastIndex]);
LoadAll(); // Reload.
// Write header to disk.
File.WriteAllLines($"{dataPath}/{SceneName}.yaml", data[0..lastIndex]);
}
/// <summary>
@ -144,23 +159,21 @@ namespace VertexColor.ScenePartition.Editor
EditorSceneManager.SaveScene(scene);
scenePartitionData.scenePartitions.Clear();
scenePartitionData.LoadedScenePartitions.Clear();
AssetDatabase.Refresh();
}
private void DeleteLoadedPartitions()
{
if (!scenePartitionData.hasCreatedPartitions) return;
if (!scenePartitionData.HasCreatedPartitions) return;
foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionData.scenePartitions)
foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionData.LoadedScenePartitions)
{
if (!File.Exists(scenePartition.Value.filePath)) continue;
File.Delete(scenePartition.Value.filePath);
}
scenePartitionData.loadedScenePartitions.Clear();
}
public void LoadPartitions(uint[] ids)
@ -169,7 +182,7 @@ namespace VertexColor.ScenePartition.Editor
for (int i = 0; i < ids.Length; i++)
{
SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitionData.scenePartitions, ids[i]);
SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitionData.ScenePartitions, ids[i]);
foreach (uint c in connections)
{

View File

@ -20,7 +20,7 @@ namespace VertexColor.ScenePartition.Editor
EditorGUILayout.Space();
if (scenePartitionSO.sceneAsset == null)
if (scenePartitionSO.SceneAsset == null)
{
if (GUILayout.Button("Create Scene"))
{
@ -34,12 +34,9 @@ namespace VertexColor.ScenePartition.Editor
scenePartitionSO.LoadAll();
}
if (scenePartitionSO.scenePartitionData.hasCreatedPartitions)
if (GUILayout.Button("Save"))
{
if (GUILayout.Button("Save"))
{
scenePartitionSO.Save();
}
scenePartitionSO.Save();
}
if (GUILayout.Button("Unload"))

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@ -21,7 +21,7 @@ namespace VertexColor.ScenePartition.Editor
public static string GetScenePath(ScenePartitionSO scenePartitionSO)
{
string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.sceneAsset);
string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.SceneAsset);
return scenePath;
}