mirror of
https://github.com/bdunderscore/modular-avatar.git
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chore: fix perf issues with new asset saving logic
This commit is contained in:
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using System.Linq;
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using modular_avatar_tests;
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using nadena.dev.modular_avatar.core;
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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namespace _ModularAvatar.EditModeTests.SerializationTests
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{
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public class SerializationTests : TestBase
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{
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[Test]
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public void SerializationSavesAssetsRecursively()
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{
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var avatar = CreatePrefab("TestSerializationTraversal.prefab");
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var originalAnimController = avatar.GetComponent<VRCAvatarDescriptor>().baseAnimationLayers
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.First(l => l.animatorController != null)
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.animatorController as AnimatorController;
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AvatarProcessor.ProcessAvatar(avatar);
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var avdesc = avatar.GetComponent<VRCAvatarDescriptor>();
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var animController = avdesc.baseAnimationLayers
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.First(l => l.animatorController != null)
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.animatorController as AnimatorController;
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Assert.AreNotEqual(originalAnimController, animController);
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Assert.False(string.IsNullOrEmpty(AssetDatabase.GetAssetPath(animController)));
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AssertTempAsset(animController);
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var stateMachine = animController.layers[0].stateMachine;
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AssertTempAsset(stateMachine);
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var state = stateMachine.states[0].state;
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AssertTempAsset(state);
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// We might eventually optimize away rewriting clips that don't need changes, so just assert that they're
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// saved
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var blendTree = state.motion as BlendTree;
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Assert.IsFalse(string.IsNullOrEmpty(AssetDatabase.GetAssetPath(blendTree)));
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var clip = blendTree.children[0].motion as AnimationClip;
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Assert.IsFalse(string.IsNullOrEmpty(AssetDatabase.GetAssetPath(clip)));
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// Validate that the menu is saved
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var menu = avdesc.expressionsMenu;
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AssertTempAsset(menu);
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AssertTempAsset(menu.controls[0].subMenu);
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var parameters = avdesc.expressionParameters;
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AssertTempAsset(parameters);
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}
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void AssertTempAsset(UnityEngine.Object obj)
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{
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var path = AssetDatabase.GetAssetPath(obj);
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Assert.False(string.IsNullOrEmpty(path));
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var mainAsset = AssetDatabase.LoadMainAssetAtPath(path);
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Assert.IsInstanceOf<MAAssetBundle>(mainAsset);
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}
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}
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}
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%YAML 1.1
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- {x: 0, y: 0, z: 0}
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m_AffectTranslationY: 1
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|
m_Script: {fileID: 11500000, guid: 3b29d45007c5493d926d2cd45a489529, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
Control:
|
||||||
|
name:
|
||||||
|
icon: {fileID: 0}
|
||||||
|
type: 101
|
||||||
|
parameter:
|
||||||
|
name:
|
||||||
|
value: 1
|
||||||
|
style: 0
|
||||||
|
subMenu: {fileID: 0}
|
||||||
|
subParameters: []
|
||||||
|
labels: []
|
||||||
|
MenuSource: 0
|
||||||
|
menuSource_otherObjectChildren: {fileID: 0}
|
||||||
|
isSynced: 1
|
||||||
|
isSaved: 1
|
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 08390c6d5634900488fda75e64ea0ddf
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,7 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using JetBrains.Annotations;
|
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEditor.Animations;
|
using UnityEditor.Animations;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@ -151,57 +150,69 @@ namespace nadena.dev.modular_avatar.core.editor
|
|||||||
|
|
||||||
SaveImmediate = true;
|
SaveImmediate = true;
|
||||||
|
|
||||||
void Walk(GameObject obj)
|
void Walk(GameObject root)
|
||||||
{
|
{
|
||||||
sceneAssets.Add(obj);
|
var components = AvatarDescriptor.gameObject.GetComponentsInChildren<Component>(true);
|
||||||
|
Queue<UnityEngine.Object> visitQueue = new Queue<UnityEngine.Object>(
|
||||||
|
components.Where(t => (!(t is Transform)))
|
||||||
|
);
|
||||||
|
|
||||||
foreach (var component in obj.GetComponents<Component>())
|
while (visitQueue.Count > 0)
|
||||||
{
|
{
|
||||||
sceneAssets.Add(component);
|
var current = visitQueue.Dequeue();
|
||||||
if (component is Transform t)
|
if (referencedAssets.Contains(current)) continue;
|
||||||
|
referencedAssets.Add(current);
|
||||||
|
|
||||||
|
// These assets have large internal arrays we don't want to walk through...
|
||||||
|
if (current is Mesh || current is AnimationClip || current is Texture) continue;
|
||||||
|
|
||||||
|
var so = new SerializedObject(current);
|
||||||
|
var sp = so.GetIterator();
|
||||||
|
bool enterChildren = true;
|
||||||
|
|
||||||
|
while (sp.Next(enterChildren))
|
||||||
{
|
{
|
||||||
foreach (Transform child in t)
|
enterChildren = true;
|
||||||
|
if (sp.name == "m_GameObject") continue;
|
||||||
|
if (sp.propertyType == SerializedPropertyType.String)
|
||||||
{
|
{
|
||||||
Walk(child.gameObject);
|
enterChildren = false;
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
Queue<UnityEngine.Object> visitQueue = new Queue<UnityEngine.Object>();
|
if (sp.isArray && IsPrimitiveArray(sp))
|
||||||
visitQueue.Enqueue(component);
|
|
||||||
|
|
||||||
while (visitQueue.Count > 0)
|
|
||||||
{
|
|
||||||
var current = visitQueue.Dequeue();
|
|
||||||
if (referencedAssets.Contains(current)) continue;
|
|
||||||
referencedAssets.Add(current);
|
|
||||||
|
|
||||||
var so = new SerializedObject(current);
|
|
||||||
var sp = so.GetIterator();
|
|
||||||
bool enterChildren = true;
|
|
||||||
|
|
||||||
while (sp.Next(enterChildren))
|
|
||||||
{
|
{
|
||||||
enterChildren = true;
|
enterChildren = false;
|
||||||
if (sp.name == "m_GameObject") continue;
|
}
|
||||||
if (sp.propertyType == SerializedPropertyType.String)
|
|
||||||
{
|
|
||||||
enterChildren = false;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (sp.propertyType != SerializedPropertyType.ObjectReference)
|
if (sp.propertyType != SerializedPropertyType.ObjectReference)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sp.objectReferenceValue != null)
|
var obj = sp.objectReferenceValue;
|
||||||
{
|
if (obj != null && !referencedAssets.Contains(obj) && !(obj is Transform) &&
|
||||||
visitQueue.Enqueue(sp.objectReferenceValue);
|
!(obj is GameObject))
|
||||||
}
|
{
|
||||||
|
visitQueue.Enqueue(sp.objectReferenceValue);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool IsPrimitiveArray(SerializedProperty prop)
|
||||||
|
{
|
||||||
|
if (prop.arraySize == 0) return false;
|
||||||
|
var propertyType = prop.GetArrayElementAtIndex(0).propertyType;
|
||||||
|
switch (propertyType)
|
||||||
|
{
|
||||||
|
case SerializedPropertyType.Generic:
|
||||||
|
case SerializedPropertyType.ObjectReference:
|
||||||
|
return false;
|
||||||
|
default:
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user