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UnitPreservation.cs 7.1KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. namespace Unity.VisualScripting
  5. {
  6. public sealed class UnitPreservation : IPoolable
  7. {
  8. private struct UnitPortPreservation
  9. {
  10. public readonly IUnit unit;
  11. public readonly string key;
  12. public UnitPortPreservation(IUnitPort port)
  13. {
  14. unit = port.unit;
  15. key = port.key;
  16. }
  17. public UnitPortPreservation(IUnit unit, string key)
  18. {
  19. this.unit = unit;
  20. this.key = key;
  21. }
  22. public IUnitPort GetOrCreateInput(out InvalidInput newInvalidInput)
  23. {
  24. var key = this.key;
  25. if (!unit.inputs.Any(p => p.key == key))
  26. {
  27. newInvalidInput = new InvalidInput(key);
  28. unit.invalidInputs.Add(newInvalidInput);
  29. }
  30. else
  31. {
  32. newInvalidInput = null;
  33. }
  34. return unit.inputs.Single(p => p.key == key);
  35. }
  36. public IUnitPort GetOrCreateOutput(out InvalidOutput newInvalidOutput)
  37. {
  38. var key = this.key;
  39. if (!unit.outputs.Any(p => p.key == key))
  40. {
  41. newInvalidOutput = new InvalidOutput(key);
  42. unit.invalidOutputs.Add(newInvalidOutput);
  43. }
  44. else
  45. {
  46. newInvalidOutput = null;
  47. }
  48. return unit.outputs.Single(p => p.key == key);
  49. }
  50. }
  51. private readonly Dictionary<string, object> defaultValues = new Dictionary<string, object>();
  52. private readonly Dictionary<string, List<UnitPortPreservation>> inputConnections = new Dictionary<string, List<UnitPortPreservation>>();
  53. private readonly Dictionary<string, List<UnitPortPreservation>> outputConnections = new Dictionary<string, List<UnitPortPreservation>>();
  54. private bool disposed;
  55. void IPoolable.New()
  56. {
  57. disposed = false;
  58. }
  59. void IPoolable.Free()
  60. {
  61. disposed = true;
  62. foreach (var inputConnection in inputConnections)
  63. {
  64. ListPool<UnitPortPreservation>.Free(inputConnection.Value);
  65. }
  66. foreach (var outputConnection in outputConnections)
  67. {
  68. ListPool<UnitPortPreservation>.Free(outputConnection.Value);
  69. }
  70. defaultValues.Clear();
  71. inputConnections.Clear();
  72. outputConnections.Clear();
  73. }
  74. private UnitPreservation() { }
  75. public static UnitPreservation Preserve(IUnit unit)
  76. {
  77. var preservation = GenericPool<UnitPreservation>.New(() => new UnitPreservation());
  78. foreach (var defaultValue in unit.defaultValues)
  79. {
  80. preservation.defaultValues.Add(defaultValue.Key, defaultValue.Value);
  81. }
  82. foreach (var input in unit.inputs)
  83. {
  84. if (input.hasAnyConnection)
  85. {
  86. preservation.inputConnections.Add(input.key, ListPool<UnitPortPreservation>.New());
  87. foreach (var connectedPort in input.connectedPorts)
  88. {
  89. preservation.inputConnections[input.key].Add(new UnitPortPreservation(connectedPort));
  90. }
  91. }
  92. }
  93. foreach (var output in unit.outputs)
  94. {
  95. if (output.hasAnyConnection)
  96. {
  97. preservation.outputConnections.Add(output.key, ListPool<UnitPortPreservation>.New());
  98. foreach (var connectedPort in output.connectedPorts)
  99. {
  100. preservation.outputConnections[output.key].Add(new UnitPortPreservation(connectedPort));
  101. }
  102. }
  103. }
  104. return preservation;
  105. }
  106. public void RestoreTo(IUnit unit)
  107. {
  108. if (disposed)
  109. {
  110. throw new ObjectDisposedException(ToString());
  111. }
  112. // Restore inline values if possible
  113. foreach (var previousDefaultValue in defaultValues)
  114. {
  115. if (unit.defaultValues.ContainsKey(previousDefaultValue.Key) &&
  116. unit.valueInputs.Contains(previousDefaultValue.Key) &&
  117. unit.valueInputs[previousDefaultValue.Key].type.IsAssignableFrom(previousDefaultValue.Value))
  118. {
  119. unit.defaultValues[previousDefaultValue.Key] = previousDefaultValue.Value;
  120. }
  121. }
  122. // Restore connections if possible
  123. foreach (var previousInputConnections in inputConnections)
  124. {
  125. var previousInputPort = new UnitPortPreservation(unit, previousInputConnections.Key);
  126. var previousOutputPorts = previousInputConnections.Value;
  127. foreach (var previousOutputPort in previousOutputPorts)
  128. {
  129. RestoreConnection(previousOutputPort, previousInputPort);
  130. }
  131. }
  132. foreach (var previousOutputConnections in outputConnections)
  133. {
  134. var previousOutputPort = new UnitPortPreservation(unit, previousOutputConnections.Key);
  135. var previousInputPorts = previousOutputConnections.Value;
  136. foreach (var previousInputPort in previousInputPorts)
  137. {
  138. RestoreConnection(previousOutputPort, previousInputPort);
  139. }
  140. }
  141. GenericPool<UnitPreservation>.Free(this);
  142. }
  143. private void RestoreConnection(UnitPortPreservation sourcePreservation, UnitPortPreservation destinationPreservation)
  144. {
  145. InvalidOutput newInvalidSource;
  146. InvalidInput newInvalidDestination;
  147. var source = sourcePreservation.GetOrCreateOutput(out newInvalidSource);
  148. var destination = destinationPreservation.GetOrCreateInput(out newInvalidDestination);
  149. if (source.CanValidlyConnectTo(destination))
  150. {
  151. source.ValidlyConnectTo(destination);
  152. }
  153. else if (source.CanInvalidlyConnectTo(destination))
  154. {
  155. source.InvalidlyConnectTo(destination);
  156. }
  157. else
  158. {
  159. // In this case, we created invalid ports to attempt a connection,
  160. // but even that failed (due to, for example, a cross-graph restoration).
  161. // Therefore, we need to delete the invalid ports we created.
  162. if (newInvalidSource != null)
  163. {
  164. sourcePreservation.unit.invalidOutputs.Remove(newInvalidSource);
  165. }
  166. if (newInvalidDestination != null)
  167. {
  168. destinationPreservation.unit.invalidInputs.Remove(newInvalidDestination);
  169. }
  170. }
  171. }
  172. }
  173. }