mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-05-14 07:09:09 +08:00
fixing issues with error reporting and dependent component cleanup
This commit is contained in:
parent
eaf01d8c31
commit
6ba3f95177
@ -23,8 +23,10 @@
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using nadena.dev.modular_avatar.editor.ErrorReporting;
|
||||
@ -147,78 +149,120 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
{
|
||||
try
|
||||
{
|
||||
AssetDatabase.StartAssetEditing();
|
||||
nowProcessing = true;
|
||||
|
||||
ClearEditorOnlyTagComponents(avatarGameObject.transform);
|
||||
|
||||
BoneDatabase.ResetBones();
|
||||
PathMappings.Init(vrcAvatarDescriptor.gameObject);
|
||||
ClonedMenuMappings.Clear();
|
||||
|
||||
// Sometimes people like to nest one avatar in another, when transplanting clothing. To avoid issues
|
||||
// with inconsistently determining the avatar root, we'll go ahead and remove the extra sub-avatars
|
||||
// here.
|
||||
foreach (Transform directChild in avatarGameObject.transform)
|
||||
try
|
||||
{
|
||||
foreach (var component in directChild.GetComponentsInChildren<VRCAvatarDescriptor>(true))
|
||||
AssetDatabase.StartAssetEditing();
|
||||
nowProcessing = true;
|
||||
|
||||
ClearEditorOnlyTagComponents(avatarGameObject.transform);
|
||||
|
||||
BoneDatabase.ResetBones();
|
||||
PathMappings.Init(vrcAvatarDescriptor.gameObject);
|
||||
ClonedMenuMappings.Clear();
|
||||
|
||||
// Sometimes people like to nest one avatar in another, when transplanting clothing. To avoid issues
|
||||
// with inconsistently determining the avatar root, we'll go ahead and remove the extra sub-avatars
|
||||
// here.
|
||||
foreach (Transform directChild in avatarGameObject.transform)
|
||||
{
|
||||
Object.DestroyImmediate(component);
|
||||
foreach (var component in directChild.GetComponentsInChildren<VRCAvatarDescriptor>(true))
|
||||
{
|
||||
Object.DestroyImmediate(component);
|
||||
}
|
||||
|
||||
foreach (var component in directChild.GetComponentsInChildren<PipelineSaver>(true))
|
||||
{
|
||||
Object.DestroyImmediate(component);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var component in directChild.GetComponentsInChildren<PipelineSaver>(true))
|
||||
{
|
||||
Object.DestroyImmediate(component);
|
||||
}
|
||||
var context = new BuildContext(vrcAvatarDescriptor);
|
||||
|
||||
new ActionGenerator(context).OnPreprocessAvatar(vrcAvatarDescriptor);
|
||||
new RenameParametersHook().OnPreprocessAvatar(avatarGameObject, context);
|
||||
new MergeAnimatorProcessor().OnPreprocessAvatar(avatarGameObject, context);
|
||||
context.AnimationDatabase.Bootstrap(vrcAvatarDescriptor);
|
||||
|
||||
new MenuInstallHook().OnPreprocessAvatar(avatarGameObject, context);
|
||||
new MergeArmatureHook().OnPreprocessAvatar(context, avatarGameObject);
|
||||
new BoneProxyProcessor().OnPreprocessAvatar(avatarGameObject);
|
||||
new VisibleHeadAccessoryProcessor(vrcAvatarDescriptor).Process(context);
|
||||
new RemapAnimationPass(vrcAvatarDescriptor).Process(context.AnimationDatabase);
|
||||
new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(avatarGameObject, context);
|
||||
PhysboneBlockerPass.Process(avatarGameObject);
|
||||
|
||||
context.AnimationDatabase.Commit();
|
||||
|
||||
new GCGameObjectsPass(context, avatarGameObject).OnPreprocessAvatar();
|
||||
|
||||
AfterProcessing?.Invoke(avatarGameObject);
|
||||
}
|
||||
finally
|
||||
{
|
||||
AssetDatabase.StopAssetEditing();
|
||||
|
||||
var context = new BuildContext(vrcAvatarDescriptor);
|
||||
nowProcessing = false;
|
||||
|
||||
new ActionGenerator(context).OnPreprocessAvatar(vrcAvatarDescriptor);
|
||||
new RenameParametersHook().OnPreprocessAvatar(avatarGameObject, context);
|
||||
new MergeAnimatorProcessor().OnPreprocessAvatar(avatarGameObject, context);
|
||||
context.AnimationDatabase.Bootstrap(vrcAvatarDescriptor);
|
||||
// Ensure that we clean up AvatarTagComponents after failed processing. This ensures we don't re-enter
|
||||
// processing from the Awake method on the unprocessed AvatarTagComponents
|
||||
var toDestroy = avatarGameObject.GetComponentsInChildren<AvatarTagComponent>(true).ToList();
|
||||
var retryDestroy = new List<AvatarTagComponent>();
|
||||
|
||||
new MenuInstallHook().OnPreprocessAvatar(avatarGameObject, context);
|
||||
new MergeArmatureHook().OnPreprocessAvatar(context, avatarGameObject);
|
||||
new BoneProxyProcessor().OnPreprocessAvatar(avatarGameObject);
|
||||
new VisibleHeadAccessoryProcessor(vrcAvatarDescriptor).Process(context);
|
||||
new RemapAnimationPass(vrcAvatarDescriptor).Process(context.AnimationDatabase);
|
||||
new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(avatarGameObject, context);
|
||||
PhysboneBlockerPass.Process(avatarGameObject);
|
||||
// Sometimes AvatarTagComponents have interdependencies and need to be deleted in the right order;
|
||||
// retry until we purge them all.
|
||||
bool madeProgress = true;
|
||||
while (toDestroy.Count > 0)
|
||||
{
|
||||
if (!madeProgress)
|
||||
{
|
||||
throw new Exception("One or more components failed to destroy." +
|
||||
RuntimeUtil.AvatarRootPath(toDestroy[0].gameObject));
|
||||
}
|
||||
|
||||
context.AnimationDatabase.Commit();
|
||||
foreach (var component in toDestroy)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (component != null)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(component);
|
||||
madeProgress = true;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
retryDestroy.Add(component);
|
||||
}
|
||||
}
|
||||
|
||||
new GCGameObjectsPass(context, avatarGameObject).OnPreprocessAvatar();
|
||||
toDestroy = retryDestroy;
|
||||
retryDestroy = new List<AvatarTagComponent>();
|
||||
}
|
||||
|
||||
AfterProcessing?.Invoke(avatarGameObject);
|
||||
var activator = avatarGameObject.GetComponent<AvatarActivator>();
|
||||
if (activator != null)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(activator);
|
||||
}
|
||||
|
||||
ClonedMenuMappings.Clear();
|
||||
|
||||
ErrorReportUI.MaybeOpenErrorReportUI();
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
}
|
||||
finally
|
||||
catch (Exception e)
|
||||
{
|
||||
AssetDatabase.StopAssetEditing();
|
||||
BuildReport.LogException(e);
|
||||
throw;
|
||||
}
|
||||
|
||||
nowProcessing = false;
|
||||
|
||||
// Ensure that we clean up AvatarTagComponents after failed processing. This ensures we don't re-enter
|
||||
// processing from the Awake method on the unprocessed AvatarTagComponents
|
||||
foreach (var component in avatarGameObject.GetComponentsInChildren<AvatarTagComponent>(true))
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(component);
|
||||
}
|
||||
|
||||
var activator = avatarGameObject.GetComponent<AvatarActivator>();
|
||||
if (activator != null)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(activator);
|
||||
}
|
||||
|
||||
ClonedMenuMappings.Clear();
|
||||
|
||||
ErrorReportUI.MaybeOpenErrorReportUI();
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
Resources.UnloadUnusedAssets();
|
||||
if (!BuildReport.CurrentReport.CurrentAvatar.successful)
|
||||
{
|
||||
throw new Exception("Fatal error reported during avatar processing.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user