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							- using System.Collections.Generic;
 
- using System.Linq;
 
- using System.Reflection;
 
- using UnityEngine;
 
- namespace XNode {
 
-     /// <summary> Precaches reflection data in editor so we won't have to do it runtime </summary>
 
-     public static class NodeDataCache {
 
-         private static PortDataCache portDataCache;
 
-         private static bool Initialized { get { return portDataCache != null; } }
 
-         /// <summary> Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. </summary>
 
-         public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports) {
 
-             if (!Initialized) BuildCache();
 
-             Dictionary<string, NodePort> staticPorts = new Dictionary<string, NodePort>();
 
-             Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>();
 
-             System.Type nodeType = node.GetType();
 
-             List<NodePort> dynamicListPorts = new List<NodePort>();
 
-             List<NodePort> typePortCache;
 
-             if (portDataCache.TryGetValue(nodeType, out typePortCache)) {
 
-                 for (int i = 0; i < typePortCache.Count; i++) {
 
-                     staticPorts.Add(typePortCache[i].fieldName, portDataCache[nodeType][i]);
 
-                 }
 
-             }
 
-             // Cleanup port dict - Remove nonexisting static ports - update static port types
 
-             // AND update dynamic ports (albeit only those in lists) too, in order to enforce proper serialisation.
 
-             // Loop through current node ports
 
-             foreach (NodePort port in ports.Values.ToList()) {
 
-                 // If port still exists, check it it has been changed
 
-                 NodePort staticPort;
 
-                 if (staticPorts.TryGetValue(port.fieldName, out staticPort)) {
 
-                     // If port exists but with wrong settings, remove it. Re-add it later.
 
-                     if (port.IsDynamic || port.direction != staticPort.direction || port.connectionType != staticPort.connectionType || port.typeConstraint != staticPort.typeConstraint) {
 
-                         // If port is not dynamic and direction hasn't changed, add it to the list so we can try reconnecting the ports connections.
 
-                         if (!port.IsDynamic && port.direction == staticPort.direction) removedPorts.Add(port.fieldName, port.GetConnections());
 
-                         port.ClearConnections();
 
-                         ports.Remove(port.fieldName);
 
-                     } else port.ValueType = staticPort.ValueType;
 
-                 }
 
-                 // If port doesn't exist anymore, remove it
 
-                 else if (port.IsStatic) {
 
-                     port.ClearConnections();
 
-                     ports.Remove(port.fieldName);
 
-                 }
 
-                 // If the port is dynamic and is managed by a dynamic port list, flag it for reference updates
 
-                 else if (IsDynamicListPort(port)) {
 
-                     dynamicListPorts.Add(port);
 
-                 }
 
-             }
 
-             // Add missing ports
 
-             foreach (NodePort staticPort in staticPorts.Values) {
 
-                 if (!ports.ContainsKey(staticPort.fieldName)) {
 
-                     NodePort port = new NodePort(staticPort, node);
 
-                     //If we just removed the port, try re-adding the connections
 
-                     List<NodePort> reconnectConnections;
 
-                     if (removedPorts.TryGetValue(staticPort.fieldName, out reconnectConnections)) {
 
-                         for (int i = 0; i < reconnectConnections.Count; i++) {
 
-                             NodePort connection = reconnectConnections[i];
 
-                             if (connection == null) continue;
 
-                             if (port.CanConnectTo(connection)) port.Connect(connection);
 
-                         }
 
-                     }
 
-                     ports.Add(staticPort.fieldName, port);
 
-                 }
 
-             }
 
-             
 
-             // Finally, make sure dynamic list port settings correspond to the settings of their "backing port"
 
-             foreach (NodePort listPort in dynamicListPorts) {
 
-                 // At this point we know that ports here are dynamic list ports
 
-                 // which have passed name/"backing port" checks, ergo we can proceed more safely.
 
-                 string backingPortName = listPort.fieldName.Split(' ')[0];
 
-                 NodePort backingPort = staticPorts[backingPortName];
 
-                 
 
-                 // Update port constraints. Creating a new port instead will break the editor, mandating the need for setters.
 
-                 listPort.ValueType = GetBackingValueType(backingPort.ValueType);
 
-                 listPort.direction = backingPort.direction;
 
-                 listPort.connectionType = backingPort.connectionType;
 
-                 listPort.typeConstraint = backingPort.typeConstraint;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Extracts the underlying types from arrays and lists, the only collections for dynamic port lists
 
-         /// currently supported. If the given type is not applicable (i.e. if the dynamic list port was not
 
-         /// defined as an array or a list), returns the given type itself. 
 
-         /// </summary>
 
-         private static System.Type GetBackingValueType(System.Type portValType) {
 
-             if (portValType.HasElementType) {
 
-                 return portValType.GetElementType();
 
-             }
 
-             if (portValType.IsGenericType && portValType.GetGenericTypeDefinition() == typeof(List<>)) {
 
-                 return portValType.GetGenericArguments()[0];
 
-             }
 
-             return portValType;
 
-         }
 
-         /// <summary>Returns true if the given port is in a dynamic port list.</summary>
 
-         private static bool IsDynamicListPort(NodePort port) {
 
-             // Ports flagged as "dynamicPortList = true" end up having a "backing port" and a name with an index, but we have
 
-             // no guarantee that a dynamic port called "output 0" is an element in a list backed by a static "output" port.
 
-             // Thus, we need to check for attributes... (but at least we don't need to look at all fields this time)
 
-             string[] fieldNameParts = port.fieldName.Split(' ');
 
-             if (fieldNameParts.Length != 2) return false;
 
-             
 
-             FieldInfo backingPortInfo = port.node.GetType().GetField(fieldNameParts[0]);
 
-             if (backingPortInfo == null) return false;
 
-             
 
-             object[] attribs = backingPortInfo.GetCustomAttributes(true);
 
-             return attribs.Any(x => {
 
-                 Node.InputAttribute inputAttribute = x as Node.InputAttribute;
 
-                 Node.OutputAttribute outputAttribute = x as Node.OutputAttribute;
 
-                 return inputAttribute != null && inputAttribute.dynamicPortList ||
 
-                        outputAttribute != null && outputAttribute.dynamicPortList;
 
-             });
 
-         }
 
-         
 
-         /// <summary> Cache node types </summary>
 
-         private static void BuildCache() {
 
-             portDataCache = new PortDataCache();
 
-             System.Type baseType = typeof(Node);
 
-             List<System.Type> nodeTypes = new List<System.Type>();
 
-             System.Reflection.Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
 
-             // Loop through assemblies and add node types to list
 
-             foreach (Assembly assembly in assemblies) {
 
-                 // Skip certain dlls to improve performance
 
-                 string assemblyName = assembly.GetName().Name;
 
-                 int index = assemblyName.IndexOf('.');
 
-                 if (index != -1) assemblyName = assemblyName.Substring(0, index);
 
-                 switch (assemblyName) {
 
-                     // The following assemblies, and sub-assemblies (eg. UnityEngine.UI) are skipped
 
-                     case "UnityEditor":
 
-                     case "UnityEngine":
 
-                     case "System":
 
-                     case "mscorlib":
 
-                     case "Microsoft":
 
-                         continue;
 
-                     default:
 
-                         nodeTypes.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
 
-                         break;
 
-                 }
 
-             }
 
-             for (int i = 0; i < nodeTypes.Count; i++) {
 
-                 CachePorts(nodeTypes[i]);
 
-             }
 
-         }
 
-         public static List<FieldInfo> GetNodeFields(System.Type nodeType) {
 
-             List<System.Reflection.FieldInfo> fieldInfo = new List<System.Reflection.FieldInfo>(nodeType.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
 
-             // GetFields doesnt return inherited private fields, so walk through base types and pick those up
 
-             System.Type tempType = nodeType;
 
-             while ((tempType = tempType.BaseType) != typeof(XNode.Node)) {
 
-                 FieldInfo[] parentFields = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance);
 
-                 for (int i = 0; i < parentFields.Length; i++) {
 
-                     // Ensure that we do not already have a member with this type and name
 
-                     FieldInfo parentField = parentFields[i];
 
-                     if (fieldInfo.TrueForAll(x => x.Name != parentField.Name)) {
 
-                         fieldInfo.Add(parentField);
 
-                     }
 
-                 }
 
-             }
 
-             return fieldInfo;
 
-         }
 
-         private static void CachePorts(System.Type nodeType) {
 
-             List<System.Reflection.FieldInfo> fieldInfo = GetNodeFields(nodeType);
 
-             for (int i = 0; i < fieldInfo.Count; i++) {
 
-                 //Get InputAttribute and OutputAttribute
 
-                 object[] attribs = fieldInfo[i].GetCustomAttributes(true);
 
-                 Node.InputAttribute inputAttrib = attribs.FirstOrDefault(x => x is Node.InputAttribute) as Node.InputAttribute;
 
-                 Node.OutputAttribute outputAttrib = attribs.FirstOrDefault(x => x is Node.OutputAttribute) as Node.OutputAttribute;
 
-                 if (inputAttrib == null && outputAttrib == null) continue;
 
-                 if (inputAttrib != null && outputAttrib != null) Debug.LogError("Field " + fieldInfo[i].Name + " of type " + nodeType.FullName + " cannot be both input and output.");
 
-                 else {
 
-                     if (!portDataCache.ContainsKey(nodeType)) portDataCache.Add(nodeType, new List<NodePort>());
 
-                     portDataCache[nodeType].Add(new NodePort(fieldInfo[i]));
 
-                 }
 
-             }
 
-         }
 
-         [System.Serializable]
 
-         private class PortDataCache : Dictionary<System.Type, List<NodePort>>, ISerializationCallbackReceiver {
 
-             [SerializeField] private List<System.Type> keys = new List<System.Type>();
 
-             [SerializeField] private List<List<NodePort>> values = new List<List<NodePort>>();
 
-             // save the dictionary to lists
 
-             public void OnBeforeSerialize() {
 
-                 keys.Clear();
 
-                 values.Clear();
 
-                 foreach (var pair in this) {
 
-                     keys.Add(pair.Key);
 
-                     values.Add(pair.Value);
 
-                 }
 
-             }
 
-             // load dictionary from lists
 
-             public void OnAfterDeserialize() {
 
-                 this.Clear();
 
-                 if (keys.Count != values.Count)
 
-                     throw new System.Exception(string.Format("there are {0} keys and {1} values after deserialization. Make sure that both key and value types are serializable."));
 
-                 for (int i = 0; i < keys.Count; i++)
 
-                     this.Add(keys[i], values[i]);
 
-             }
 
-         }
 
-     }
 
- }
 
 
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