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fix: serialization GC not recursing into scriptable objects
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@ -0,0 +1,57 @@
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using PlasticGui.WorkspaceWindow.QueryViews.Branches;
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using UnityEditor;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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namespace modular_avatar_tests.serialization
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{
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class TestComponent : MonoBehaviour
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{
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public UnityEngine.Object ref1, ref2;
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}
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class TestScriptable : ScriptableObject
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{
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public UnityEngine.Object ref1, ref2;
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}
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public class SerializationSweepTest : TestBase
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{
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[Test]
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public void testSerialization()
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{
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var root = CreateRoot("root");
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var child = CreateChild(root, "child");
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var testComponent = child.AddComponent<TestComponent>();
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var testScriptable1 = ScriptableObject.CreateInstance<TestScriptable>();
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var testScriptable2 = ScriptableObject.CreateInstance<TestScriptable>();
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var testScriptable3 = ScriptableObject.CreateInstance<TestScriptable>();
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var testScriptable4 = ScriptableObject.CreateInstance<TestScriptable>();
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testComponent.ref1 = testScriptable1;
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testComponent.ref2 = root;
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testScriptable1.ref1 = testScriptable2;
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testScriptable2.ref1 = testScriptable3;
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testScriptable1.ref2 = testScriptable4;
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testScriptable2.ref2 = testScriptable4;
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testScriptable3.ref2 = testScriptable4;
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BuildContext bc = new BuildContext(root.GetComponent<VRCAvatarDescriptor>());
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bc.CommitReferencedAssets();
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var path = AssetDatabase.GetAssetPath(testScriptable1);
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Assert.IsFalse(string.IsNullOrEmpty(path));
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Assert.AreEqual(path, AssetDatabase.GetAssetPath(testScriptable2));
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Assert.AreEqual(path, AssetDatabase.GetAssetPath(testScriptable3));
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Assert.AreEqual(path, AssetDatabase.GetAssetPath(testScriptable4));
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Assert.IsTrue(string.IsNullOrEmpty(AssetDatabase.GetAssetPath(testComponent)));
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Assert.IsTrue(string.IsNullOrEmpty(AssetDatabase.GetAssetPath(root)));
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Assert.IsTrue(string.IsNullOrEmpty(AssetDatabase.GetAssetPath(child)));
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a8035784f3364865a84cc938682be7a0
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timeCreated: 1690804771
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@ -133,10 +133,18 @@ namespace nadena.dev.modular_avatar.core.editor
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Walk(AvatarDescriptor.gameObject);
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foreach (var asset in referencedAssets
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.Where(o => !sceneAssets.Contains(o))
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.Where(o => string.IsNullOrEmpty(AssetDatabase.GetAssetPath(o))))
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referencedAssets.RemoveWhere(sceneAssets.Contains);
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referencedAssets.RemoveWhere(o => !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(o)));
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int index = 0;
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foreach (var asset in referencedAssets)
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{
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if (asset.name == "")
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{
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asset.name = "Asset " + index++;
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}
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AssetDatabase.AddObjectToAsset(asset, AssetContainer);
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}
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@ -157,28 +165,38 @@ namespace nadena.dev.modular_avatar.core.editor
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}
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}
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var so = new SerializedObject(component);
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var sp = so.GetIterator();
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bool enterChildren = true;
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Queue<UnityEngine.Object> visitQueue = new Queue<UnityEngine.Object>();
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visitQueue.Enqueue(component);
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while (sp.Next(enterChildren))
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while (visitQueue.Count > 0)
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{
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enterChildren = true;
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if (sp.name == "m_GameObject") continue;
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if (sp.propertyType == SerializedPropertyType.String)
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{
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enterChildren = false;
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continue;
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}
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var current = visitQueue.Dequeue();
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if (referencedAssets.Contains(current)) continue;
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referencedAssets.Add(current);
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if (sp.propertyType != SerializedPropertyType.ObjectReference)
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{
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continue;
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}
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var so = new SerializedObject(current);
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var sp = so.GetIterator();
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bool enterChildren = true;
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if (sp.objectReferenceValue != null)
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while (sp.Next(enterChildren))
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{
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referencedAssets.Add(sp.objectReferenceValue);
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enterChildren = true;
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if (sp.name == "m_GameObject") continue;
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if (sp.propertyType == SerializedPropertyType.String)
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{
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enterChildren = false;
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continue;
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}
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if (sp.propertyType != SerializedPropertyType.ObjectReference)
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{
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continue;
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}
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if (sp.objectReferenceValue != null)
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{
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visitQueue.Enqueue(sp.objectReferenceValue);
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}
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}
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}
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}
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