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#include "UnityPrefix.h"
#include "CloneObject.h"
#include "Runtime/Serialize/TransferUtility.h"
#include "Runtime/Serialize/TransferFunctions/RemapPPtrTransfer.h"
#include "Runtime/BaseClasses/GameObject.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Serialize/TransferFunctions/StreamedBinaryWrite.h"
#include "Runtime/Serialize/TransferFunctions/StreamedBinaryRead.h"
#include "Runtime/Serialize/FileCache.h"
#include "Runtime/Misc/BuildSettings.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/Serialize/AwakeFromLoadQueue.h"
#include "Runtime/Filters/Misc/Font.h"
#include "Runtime/Profiler/Profiler.h"
#include "Runtime/Allocator/MemoryMacros.h"
#include <map>
using namespace std;
using namespace Unity;
Object& ProduceClone (Object& object)
{
Object* clone = Object::Produce (object.GetClassID ());
#if ENABLE_SCRIPTING
MonoBehaviour* cloneBehaviour = dynamic_pptr_cast<MonoBehaviour*> (clone);
if (cloneBehaviour)
{
MonoBehaviour& cloneSrc = static_cast<MonoBehaviour&> (object);
cloneBehaviour->SetScript(cloneSrc.GetScript());
}
#endif
return *clone;
}
void CollectAndProduceSingleObject (Object& singleObject, TempRemapTable* remappedPtrs)
{
Object& clone = ProduceClone (singleObject);
remappedPtrs->insert(make_pair(singleObject.GetInstanceID(), clone.GetInstanceID()));
}
Transform* CollectAndProduceGameObjectHierarchy (GameObject& go, Transform* transform, TempRemapTable* remappedPtrs)
{
GameObject* cloneGO = static_cast<GameObject*> (Object::Produce (ClassID(GameObject)));
remappedPtrs->insert(make_pair(go.GetInstanceID(), cloneGO->GetInstanceID()));
GameObject::Container& goContainer = go.GetComponentContainerInternal();
GameObject::Container& clonedContainer = cloneGO->GetComponentContainerInternal();
clonedContainer.resize(goContainer.size());
for (int i=0;i<goContainer.size();i++)
{
Unity::Component& component = *goContainer[i].second;
Unity::Component& clone = static_cast<Unity::Component&> (ProduceClone(component));
clonedContainer[i].first = goContainer[i].first;
clonedContainer[i].second = &clone;
clone.SetGameObjectInternal(cloneGO);
remappedPtrs->insert(make_pair(component.GetInstanceID(), clone.GetInstanceID()));
}
if (transform)
{
Transform& cloneTransform = cloneGO->GetComponent(Transform);
Transform::TransformComList& srcTransformArray = transform->GetChildrenInternal();
Transform::TransformComList& dstTransformArray = cloneTransform.GetChildrenInternal();
dstTransformArray.resize_uninitialized(srcTransformArray.size(), false);
for (int i=0;i<srcTransformArray.size();i++)
{
Transform& curT = *srcTransformArray[i];
GameObject& curGO = curT.GetGameObject();
Transform* curCloneTransform = CollectAndProduceGameObjectHierarchy(curGO, &curT, remappedPtrs);
curCloneTransform->GetParentPtrInternal() = &cloneTransform;
dstTransformArray[i] = curCloneTransform;
}
return &cloneTransform;
}
else
{
return NULL;
}
}
inline GameObject* GetGameObjectPtr (Object& o)
{
GameObject* go = dynamic_pptr_cast<GameObject*>(&o);
Unity::Component* component = dynamic_pptr_cast<Unity::Component*>(&o);
if (component != NULL && component->GetGameObjectPtr())
go = component->GetGameObjectPtr();
return go;
}
void CollectAndProduceClonedIsland (Object& o, TempRemapTable* remappedPtrs)
{
AssertIf(!remappedPtrs->empty());
remappedPtrs->reserve(64);
GameObject* go = GetGameObjectPtr(o);
if (go)
{
///@TODO: It would be useful to lock object creation around a long instantiate call.
// Butwe have to be careful that we dont load anything during the object creation in order to avoid
// a deadlock: case 389317
// LockObjectCreation();
CollectAndProduceGameObjectHierarchy(*go, go->QueryComponent(Transform), remappedPtrs);
// UnlockObjectCreation();
}
else
CollectAndProduceSingleObject(o, remappedPtrs);
remappedPtrs->sort();
}
void AwakeAndActivateClonedObjects (const TempRemapTable& ptrs)
{
AwakeFromLoadQueue queue (kMemTempAlloc);
queue.Reserve(ptrs.size());
for (TempRemapTable::const_iterator i=ptrs.begin ();i!=ptrs.end ();++i)
{
Object& clone = *PPtr<Object> (i->second);
clone.SetHideFlags (0);
clone.SetDirty ();
#if !UNITY_RELEASE
// we will clone that object - no need to call Reset as we will construct it fully
clone.HackSetResetWasCalled();
#endif
queue.Add(*PPtr<Object> (i->second));
}
queue.AwakeFromLoad ((AwakeFromLoadMode)(kDefaultAwakeFromLoad | kInstantiateOrCreateFromCodeAwakeFromLoad));
}
class RemapFunctorTempRemapTable : public GenerateIDFunctor
{
public:
const TempRemapTable& remap;
RemapFunctorTempRemapTable (const TempRemapTable& inRemap) : remap (inRemap) { }
virtual SInt32 GenerateInstanceID (SInt32 oldInstanceID, TransferMetaFlags metaFlags = kNoTransferFlags)
{
AssertIf (metaFlags & kStrongPPtrMask);
TempRemapTable::const_iterator found = remap.find (oldInstanceID);
// No Remap found -> set zero or dont touch instanceID
if (found == remap.end ())
return oldInstanceID;
// Remap
else
return found->second;
}
};
static Object* CloneObjectImpl (Object* object, TempRemapTable& ptrs)
{
// Since we will be creating a lot of objects here
// Just Lock the mutex all the time to avoid too many lock / unlock calls
CollectAndProduceClonedIsland (*object, &ptrs);
TempRemapTable::iterator it;
#if UNITY_FLASH
//specialcase for flash, as that needs to be able to assume linear memorylayout.
dynamic_array<UInt8> buffer(kMemTempAlloc);
MemoryCacheWriter cacheWriter (buffer);
#else
BlockMemoryCacheWriter cacheWriter (kMemTempAlloc);
#endif
RemapFunctorTempRemapTable functor (ptrs);
RemapPPtrTransfer remapTransfer (kSerializeForPrefabSystem, true);
remapTransfer.SetGenerateIDFunctor (&functor);
for (it=ptrs.begin ();it != ptrs.end ();it++)
{
Object& original = *PPtr<Object> (it->first);
#if UNITY_EDITOR
original.WarnInstantiateDisallowed();
#endif
// Copy Data
Object& clone = *PPtr<Object> (it->second);
StreamedBinaryWrite<false> writeStream;
CachedWriter& writeCache = writeStream.Init (kSerializeForPrefabSystem, BuildTargetSelection::NoTarget());
writeCache.InitWrite (cacheWriter);
original.VirtualRedirectTransfer (writeStream);
writeCache.CompleteWriting();
#if UNITY_FLASH
MemoryCacheReader cacheReader (buffer);
#else
MemoryCacherReadBlocks cacheReader (cacheWriter.GetCacheBlocks (), cacheWriter.GetFileLength (), cacheWriter.GetCacheSize());
#endif
StreamedBinaryRead<false> readStream;
CachedReader& readCache = readStream.Init (kSerializeForPrefabSystem);
readCache.InitRead (cacheReader, 0, writeCache.GetPosition());
clone.VirtualRedirectTransfer (readStream);
readCache.End();
if (!IS_CONTENT_NEWER_OR_SAME (kUnityVersion4_0_a1))
{
GameObject* clonedGameObject = dynamic_pptr_cast<GameObject*> (&clone);
if (clonedGameObject)
clonedGameObject->SetActiveBitInternal(true);
}
#if UNITY_EDITOR
clone.CloneAdditionalEditorProperties(original);
#endif
// Remap references
clone.VirtualRedirectTransfer (remapTransfer);
}
TempRemapTable::iterator found = ptrs.find (object->GetInstanceID ());
AssertIf (found == ptrs.end ());
object = PPtr<Object> (found->second);
return object;
}
PROFILER_INFORMATION(gInstantiateProfile, "Instantiate", kProfilerOther)
Object& CloneObject (Object& inObject)
{
PROFILER_AUTO(gInstantiateProfile, &inObject)
#if !GAMERELEASE
// For context info see case 499663
Font* font = dynamic_pptr_cast<Font*> (&inObject);
if (font && font->GetConvertCase() == Font::kDynamicFont)
ErrorString("Font Error: Cloning a dynamic font is not supported and may result in incorrect font rendering.");
#endif
TempRemapTable ptrs;
Object* object = CloneObjectImpl(&inObject, ptrs);
if (object)
object->SetName(Append (object->GetName(), "(Clone)").c_str());
AwakeAndActivateClonedObjects(ptrs);
ANALYSIS_ASSUME(object);
return *object;
}
Object& InstantiateObject (Object& inObject, const Vector3f& worldPos, const Quaternionf& worldRot, TempRemapTable& ptrs)
{
PROFILER_AUTO(gInstantiateProfile, &inObject)
Object* object = CloneObjectImpl (&inObject, ptrs);
// Get the transformComponent of the first object in the input objects
Transform *expTransform = NULL;
if (object)
{
Unity::Component* com = dynamic_pptr_cast<Unity::Component*> (object);
GameObject* go = dynamic_pptr_cast<GameObject*> (object);
if (com)
expTransform = com->QueryComponent (Transform);
else if (go)
expTransform = go->QueryComponent (Transform);
object->SetName(Append (object->GetName(), "(Clone)").c_str());
}
// Set position
if (expTransform)
{
expTransform->SetPosition (worldPos);
expTransform->SetRotationSafe (worldRot);
}
ANALYSIS_ASSUME(object);
return *object;
}
Object& InstantiateObject (Object& inObject, const Vector3f& worldPos, const Quaternionf& worldRot)
{
TempRemapTable ptrs;
Object& obj = InstantiateObject (inObject, worldPos, worldRot, ptrs);
AwakeAndActivateClonedObjects(ptrs);
return obj;
}
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