Files
Hasebe/Library/PackageCache/com.unity.addressables@42676f2a154e/Editor/Build/DataBuilders/BuildScriptBase.cs
T
2026-09-21 12:15:57 +03:00

431 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
#if UNITY_2022_2_OR_NEWER
using UnityEditor.AddressableAssets.BuildReportVisualizer;
#endif
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.AddressableAssets.Settings.GroupSchemas;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Utilities;
using UnityEditor.Experimental;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.Initialization;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.ResourceManagement.Util;
using UnityEngine.Serialization;
using System.Reflection;
namespace UnityEditor.AddressableAssets.Build.DataBuilders
{
/// <summary>
/// Base class for build script assets
/// </summary>
public class BuildScriptBase : ScriptableObject, IDataBuilder
{
/// <summary>
/// Static part of the builtin bundle filename.
/// </summary>
public const string BuiltInBundleBaseName = "_unitybuiltinassets";
/// <summary>
/// The type of instance provider to create for the Addressables system.
/// </summary>
[FormerlySerializedAs("m_InstanceProviderType")]
[SerializedTypeRestrictionAttribute(type = typeof(IInstanceProvider))]
public SerializedType instanceProviderType = new SerializedType() { Value = typeof(InstanceProvider) };
/// <summary>
/// The type of scene provider to create for the addressables system.
/// </summary>
[FormerlySerializedAs("m_SceneProviderType")]
[SerializedTypeRestrictionAttribute(type = typeof(ISceneProvider))]
public SerializedType sceneProviderType = new SerializedType() { Value = typeof(SceneProvider) };
/// <summary>
/// Stores the logged information of all the build tasks.
/// </summary>
public IBuildLogger Log
{
get { return m_Log; }
}
[NonSerialized]
internal IBuildLogger m_Log;
/// <summary>
/// The descriptive name used in the UI.
/// </summary>
public virtual string Name
{
get { return "Undefined"; }
}
internal static void WriteBuildLog(BuildLog log, string directory)
{
Directory.CreateDirectory(directory);
PackageManager.PackageInfo info = PackageManager.PackageInfo.FindForAssembly(typeof(BuildScriptBase).Assembly);
log.AddMetaData(info.name, info.version);
File.WriteAllText(Path.Combine(directory, "AddressablesBuildTEP.json"), log.FormatForTraceEventProfiler());
}
/// <summary>
/// Build the specified data with the provided builderInput. This is the public entry point.
/// Child class overrides should use <see cref="BuildDataImplementation{TResult}"/>
/// </summary>
/// <typeparam name="TResult">The type of data to build.</typeparam>
/// <param name="builderInput">The builderInput object used in the build.</param>
/// <returns>The build data result.</returns>
public TResult BuildData<TResult>(AddressablesDataBuilderInput builderInput) where TResult : IDataBuilderResult
{
if (!CanBuildData<TResult>())
{
var message = "Data builder " + Name + " cannot build requested type: " + typeof(TResult);
Debug.LogError(message);
return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, message);
}
AddressableAnalytics.BuildType buildType = AddressableAnalytics.DetermineBuildType();
m_Log = (builderInput.Logger != null) ? builderInput.Logger : new BuildLog();
AddressablesRuntimeProperties.ClearCachedPropertyValues();
TResult result = default;
// Append the file registry to the results
using (m_Log.ScopedStep(LogLevel.Info, $"Building {this.Name}"))
{
try
{
result = BuildDataImplementation<TResult>(builderInput);
}
catch (Exception e)
{
string errMessage;
if (e.Message == "path")
errMessage = "Invalid path detected during build. Check for unmatched brackets in your active profile's variables.";
else
errMessage = e.Message;
Debug.LogError(errMessage);
return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, errMessage);
}
if (result != null)
result.FileRegistry = builderInput.Registry;
}
if (builderInput.Logger == null && m_Log != null)
WriteBuildLog((BuildLog)m_Log, Path.GetDirectoryName(Application.dataPath) + "/" + Addressables.LibraryPath);
if (result is AddressableAssetBuildResult)
{
AddressableAnalytics.ReportBuildEvent(builderInput, result as AddressableAssetBuildResult, buildType);
}
return result;
}
/// <summary>
/// The implementation of <see cref="BuildData{TResult}"/>. That is the public entry point,
/// this is the home for child class overrides.
/// </summary>
/// <param name="builderInput">The builderInput object used in the build</param>
/// <typeparam name="TResult">The type of data to build</typeparam>
/// <returns>The build data result</returns>
protected virtual TResult BuildDataImplementation<TResult>(AddressablesDataBuilderInput builderInput) where TResult : IDataBuilderResult
{
return default(TResult);
}
/// <summary>
/// Loops over each group, after doing some data checking.
/// </summary>
/// <param name="aaContext">The Addressables builderInput object to base the group processing on</param>
/// <returns>An error string if there were any problems processing the groups</returns>
protected virtual string ProcessAllGroups(AddressableAssetsBuildContext aaContext)
{
try
{
if (aaContext == null ||
aaContext.Settings == null ||
aaContext.Settings.groups == null)
{
return "No groups found to process in build script " + Name;
}
//intentionally for not foreach so groups can be added mid-loop.
for (int index = 0; index < aaContext.Settings.groups.Count; index++)
{
AddressableAssetGroup assetGroup = aaContext.Settings.groups[index];
if (assetGroup == null)
continue;
var error = ErrorCheckBundleSettings(assetGroup, aaContext);
if (error != string.Empty)
{
return error;
}
EditorUtility.DisplayProgressBar($"Processing Addressable Group", assetGroup.Name, (float)index / aaContext.Settings.groups.Count);
var errorString = ProcessGroup(assetGroup, aaContext);
if (!string.IsNullOrEmpty(errorString))
{
return errorString;
}
}
}
finally
{
EditorUtility.ClearProgressBar();
}
return string.Empty;
}
// If user has recently customized the build/load path in the inspector, it may not be retrievable from profileSettings yet
// We retrieve it directly from the build/load path variable in that case.
internal static string GetCustomOrDefaultPath(AddressableAssetSettings settings, ProfileValueReference pathValueReference, bool useCustomPaths)
{
if (useCustomPaths)
{
return pathValueReference.GetValue(settings, false);
}
return settings.profileSettings.GetValueById(settings.activeProfileId, pathValueReference.Id);
}
internal static string ErrorCheckBundleSettings(AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
{
if (!assetGroup.HasSchema<BundledAssetGroupSchema>())
return string.Empty;
var message = string.Empty;
var settings = aaContext.Settings;
var schema = assetGroup.GetSchema<BundledAssetGroupSchema>();
if (settings.UseUnityWebRequestForLocalBundles && schema.StripDownloadOptions)
{
message = "Strip Download Options is enabled, but Use UnityWebRequest for Local Bundles is also enabled. " +
"These options are mutually exclusive and cannot be used together.";
}
string buildPath = GetCustomOrDefaultPath(settings, schema.BuildPath, schema.m_UseCustomPaths);
string loadPath = GetCustomOrDefaultPath(settings, schema.LoadPath, schema.m_UseCustomPaths);
bool buildLocal = AddressableAssetUtility.StringContains(buildPath, "[UnityEngine.AddressableAssets.Addressables.BuildPath]", StringComparison.Ordinal);
bool loadLocal = AddressableAssetUtility.StringContains(loadPath, "{UnityEngine.AddressableAssets.Addressables.RuntimePath}", StringComparison.Ordinal);
if (buildLocal && !loadLocal)
{
message = "BuildPath for group '" + assetGroup.Name + "' is set to the dynamic-lookup version of StreamingAssets, but LoadPath is not. \n";
}
else if (!buildLocal && loadLocal)
{
message = "LoadPath for group " + assetGroup.Name +
" is set to the dynamic-lookup version of StreamingAssets, but BuildPath is not. These paths must both use the dynamic-lookup, or both not use it. \n";
}
if (!string.IsNullOrEmpty(message))
{
message += "BuildPath: '" + buildPath + "'\n";
message += "LoadPath: '" + loadPath + "'";
}
if (schema.Compression == BundledAssetGroupSchema.BundleCompressionMode.LZMA && (buildLocal || loadLocal))
{
Debug.LogWarningFormat("Bundle compression is set to LZMA, but group {0} uses local content.", assetGroup.Name);
}
return message;
}
/// <summary>
/// Build processing of an individual group.
/// </summary>
/// <param name="assetGroup">The group to process</param>
/// <param name="aaContext">The Addressables builderInput object to base the group processing on</param>
/// <returns>An error string if there were any problems processing the groups</returns>
protected virtual string ProcessGroup(AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
{
return string.Empty;
}
/// <summary>
/// Used to determine if this builder is capable of building a specific type of data.
/// </summary>
/// <typeparam name="T">The type of data needed to be built.</typeparam>
/// <returns>True if this builder can build this data.</returns>
public virtual bool CanBuildData<T>() where T : IDataBuilderResult
{
return false;
}
/// <summary>
/// Utility method for deleting files.
/// </summary>
/// <param name="path">The file path to delete.</param>
protected static void DeleteFile(string path)
{
try
{
if (File.Exists(path))
File.Delete(path);
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
/// <summary>
/// Utility method to write a file. The directory will be created if it does not exist.
/// </summary>
/// <param name="path">The path of the file to write.</param>
/// <param name="content">The content of the file.</param>
/// <param name="registry">The file registry used to track all produced artifacts.</param>
/// <returns>True if the file was written.</returns>
protected internal static bool WriteFile(string path, byte[] content, FileRegistry registry)
{
try
{
registry.AddFile(path);
var dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
Directory.CreateDirectory(dir);
File.WriteAllBytes(path, content);
return true;
}
catch (Exception ex)
{
Debug.LogException(ex);
registry.RemoveFile(path);
return false;
}
}
/// <summary>
/// Utility method to write a file. The directory will be created if it does not exist.
/// </summary>
/// <param name="path">The path of the file to write.</param>
/// <param name="content">The content of the file.</param>
/// <param name="registry">The file registry used to track all produced artifacts.</param>
/// <returns>True if the file was written.</returns>
protected static bool WriteFile(string path, string content, FileRegistry registry)
{
try
{
registry.AddFile(path);
var dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
Directory.CreateDirectory(dir);
File.WriteAllText(path, content);
return true;
}
catch (Exception ex)
{
Debug.LogException(ex);
registry.RemoveFile(path);
return false;
}
}
/// <summary>
/// Used to clean up any cached data created by this builder.
/// </summary>
public virtual void ClearCachedData()
{
}
/// <summary>
/// Checks to see if the data is built for the given builder.
/// </summary>
/// <returns>Returns true if the data is built. Returns false otherwise.</returns>
public virtual bool IsDataBuilt()
{
return false;
}
/// <summary>
/// Copies the content state binary file from the temp directory to its final location and registers it in the
/// file registry and build results.
/// </summary>
/// <param name="tempPath">Temporary location of the content state file.</param>
/// <param name="contentStatePath">Destination location of the content state file.</param>
/// <param name="builderInput">The builderInput object used in the build.</param>
/// <param name="addrResult">The build data result.</param>
public virtual void CopyAndRegisterContentState(string tempPath, string contentStatePath, AddressablesDataBuilderInput builderInput, AddressablesPlayerBuildResult addrResult)
{
try
{
string directory = Path.GetDirectoryName(contentStatePath);
if (!Directory.Exists(directory))
Directory.CreateDirectory(directory);
if (File.Exists(contentStatePath))
File.Delete(contentStatePath);
File.Copy(tempPath, contentStatePath, true);
if (addrResult != null)
addrResult.ContentStateFilePath = contentStatePath;
builderInput.Registry.AddFile(contentStatePath);
}
catch (UnauthorizedAccessException uae)
{
if (!AddressableAssetUtility.IsVCAssetOpenForEdit(contentStatePath))
Debug.LogErrorFormat("Cannot access the file {0}. It may be locked by version control.",
contentStatePath);
else
Debug.LogException(uae);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
/// <summary>
/// Notifies the user about the existence of the Addressables Report
/// </summary>
protected virtual void NotifyUserAboutBuildReport()
{
bool buildReportSettingCheck = ProjectConfigData.UserHasBeenInformedAboutBuildReportSettingPreBuild;
if (!buildReportSettingCheck && !Application.isBatchMode && !ProjectConfigData.GenerateBuildLayout)
{
bool turnOnBuildLayout = EditorUtility.DisplayDialog("Addressables Build Report",
"There's a new Addressables Build Report you can check out after your content build. " +
"However, this requires that 'Debug Build Layout' is turned on. The setting can be found in Edit > Preferences > Addressables. Would you like to turn it on?",
"Yes", "No");
if (turnOnBuildLayout)
ProjectConfigData.GenerateBuildLayout = true;
ProjectConfigData.UserHasBeenInformedAboutBuildReportSettingPreBuild = true;
}
}
/// <summary>
/// Displays the Addressables Report window
/// </summary>
protected virtual void DisplayBuildReport()
{
if (!Application.isBatchMode && ProjectConfigData.AutoOpenAddressablesReport && ProjectConfigData.GenerateBuildLayout)
{
BuildReportWindow.ShowWindowAfterBuild();
}
}
/// <summary>
/// Clears content update notifications from teh groups window
/// </summary>
/// <param name="groups">A list of groups that were built</param>
protected virtual void ClearContentUpdateNotifications(List<AddressableAssetGroup> groups)
{
foreach (var group in groups)
ContentUpdateScript.ClearContentUpdateNotifications(group);
}
}
}