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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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