2022-02-01 20:44:24 +01:00

160 lines
6.2 KiB
C#

//-----------------------------------------------------------------------
// <copyright file="UnityReferenceResolver.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 System.Collections.Generic;
using Utilities;
/// <summary>
/// Resolves external index references to Unity objects.
/// </summary>
/// <seealso cref="IExternalIndexReferenceResolver" />
/// <seealso cref="ICacheNotificationReceiver" />
public sealed class UnityReferenceResolver : IExternalIndexReferenceResolver, ICacheNotificationReceiver
{
private Dictionary<UnityEngine.Object, int> referenceIndexMapping = new Dictionary<UnityEngine.Object, int>(32, ReferenceEqualityComparer<UnityEngine.Object>.Default);
private List<UnityEngine.Object> referencedUnityObjects;
/// <summary>
/// Initializes a new instance of the <see cref="UnityReferenceResolver"/> class.
/// </summary>
public UnityReferenceResolver()
{
this.referencedUnityObjects = new List<UnityEngine.Object>();
}
/// <summary>
/// Initializes a new instance of the <see cref="UnityReferenceResolver"/> class with a list of Unity objects.
/// </summary>
/// <param name="referencedUnityObjects">The referenced Unity objects.</param>
public UnityReferenceResolver(List<UnityEngine.Object> referencedUnityObjects)
{
this.SetReferencedUnityObjects(referencedUnityObjects);
}
/// <summary>
/// Gets the currently referenced Unity objects.
/// </summary>
/// <returns>A list of the currently referenced Unity objects.</returns>
public List<UnityEngine.Object> GetReferencedUnityObjects()
{
return this.referencedUnityObjects;
}
/// <summary>
/// Sets the referenced Unity objects of the resolver to a given list, or a new list if the value is null.
/// </summary>
/// <param name="referencedUnityObjects">The referenced Unity objects to set, or null if a new list is required.</param>
public void SetReferencedUnityObjects(List<UnityEngine.Object> referencedUnityObjects)
{
if (referencedUnityObjects == null)
{
referencedUnityObjects = new List<UnityEngine.Object>();
}
this.referencedUnityObjects = referencedUnityObjects;
this.referenceIndexMapping.Clear();
for (int i = 0; i < this.referencedUnityObjects.Count; i++)
{
if (object.ReferenceEquals(this.referencedUnityObjects[i], null) == false)
{
if (!this.referenceIndexMapping.ContainsKey(this.referencedUnityObjects[i]))
{
this.referenceIndexMapping.Add(this.referencedUnityObjects[i], i);
}
}
}
}
/// <summary>
/// Determines whether the specified value can be referenced externally via this resolver.
/// </summary>
/// <param name="value">The value to reference.</param>
/// <param name="index">The index of the resolved value, if it can be referenced.</param>
/// <returns>
/// <c>true</c> if the reference can be resolved, otherwise <c>false</c>.
/// </returns>
public bool CanReference(object value, out int index)
{
if (this.referencedUnityObjects == null)
{
this.referencedUnityObjects = new List<UnityEngine.Object>(32);
}
var obj = value as UnityEngine.Object;
if (object.ReferenceEquals(null, obj) == false)
{
if (this.referenceIndexMapping.TryGetValue(obj, out index) == false)
{
index = this.referencedUnityObjects.Count;
this.referenceIndexMapping.Add(obj, index);
this.referencedUnityObjects.Add(obj);
}
return true;
}
index = -1;
return false;
}
/// <summary>
/// Tries to resolve the given reference index to a reference value.
/// </summary>
/// <param name="index">The index to resolve.</param>
/// <param name="value">The resolved value.</param>
/// <returns>
/// <c>true</c> if the index could be resolved to a value, otherwise <c>false</c>.
/// </returns>
public bool TryResolveReference(int index, out object value)
{
if (this.referencedUnityObjects == null || index < 0 || index >= this.referencedUnityObjects.Count)
{
// Sometimes something has destroyed the list of references in between serialization and deserialization
// (Unity prefab instances are especially bad at preserving such data), and in these cases we still don't
// want the system to fall back to a formatter, so we give out a null value.
value = null;
return true;
}
value = this.referencedUnityObjects[index];
return true;
}
/// <summary>
/// Resets this instance.
/// </summary>
public void Reset()
{
this.referencedUnityObjects = null;
this.referenceIndexMapping.Clear();
}
void ICacheNotificationReceiver.OnFreed()
{
this.Reset();
}
void ICacheNotificationReceiver.OnClaimed()
{
}
}
}