using UnityEngine; using System.Collections; using System.Collections.Generic; using Pathfinding.WindowsStore; using Pathfinding.Serialization; using Pathfinding.Util; #if UNITY_WINRT && !UNITY_EDITOR //using MarkerMetro.Unity.WinLegacy.IO; //using MarkerMetro.Unity.WinLegacy.Reflection; #endif namespace Pathfinding { [System.Serializable] /// /// Stores the navigation graphs for the A* Pathfinding System. /// /// An instance of this class is assigned to . From it you can access all graphs loaded through the variable. /// This class also handles a lot of the high level serialization. /// public class AstarData { /// The AstarPath component which owns this AstarData internal AstarPath active; #region Fields /// Shortcut to the first public NavMeshGraph navmesh { get; private set; } #if !ASTAR_NO_GRID_GRAPH /// Shortcut to the first public GridGraph gridGraph { get; private set; } /// Shortcut to the first . public LayerGridGraph layerGridGraph { get; private set; } #endif #if !ASTAR_NO_POINT_GRAPH /// Shortcut to the first . public PointGraph pointGraph { get; private set; } #endif /// Shortcut to the first . public RecastGraph recastGraph { get; private set; } /// Shortcut to the first . public LinkGraph linkGraph { get; private set; } /// /// All supported graph types. /// Populated through reflection search /// public System.Type[] graphTypes { get; private set; } #if ASTAR_FAST_NO_EXCEPTIONS || UNITY_WINRT || UNITY_WEBGL /// /// Graph types to use when building with Fast But No Exceptions for iPhone. /// If you add any custom graph types, you need to add them to this hard-coded list. /// public static readonly System.Type[] DefaultGraphTypes = new System.Type[] { #if !ASTAR_NO_GRID_GRAPH typeof(GridGraph), typeof(LayerGridGraph), #endif #if !ASTAR_NO_POINT_GRAPH typeof(PointGraph), #endif typeof(NavMeshGraph), typeof(RecastGraph), typeof(LinkGraph), }; #endif /// /// All graphs. /// This will be filled only after deserialization has completed. /// May contain null entries if graph have been removed. /// [System.NonSerialized] public NavGraph[] graphs = new NavGraph[0]; /// /// Serialized data for all graphs and settings. /// Stored as a base64 encoded string because otherwise Unity's Undo system would sometimes corrupt the byte data (because it only stores deltas). /// /// This can be accessed as a byte array from the property. /// [SerializeField] string dataString; /// Serialized data for all graphs and settings private byte[] data { get { var d = dataString != null? System.Convert.FromBase64String(dataString) : null; // Unity can initialize the dataString to an empty string, but that's not a valid zip file if (d != null && d.Length == 0) return null; return d; } set { dataString = value != null? System.Convert.ToBase64String(value) : null; } } /// /// Serialized data for cached startup. /// If set, on start the graphs will be deserialized from this file. /// public TextAsset file_cachedStartup; /// /// Should graph-data be cached. /// Caching the startup means saving the whole graphs - not only the settings - to a file ( which can /// be loaded when the game starts. This is usually much faster than scanning the graphs when the game starts. This is configured from the editor under the "Save & Load" tab. /// /// See: save-load-graphs (view in online documentation for working links) /// [SerializeField] public bool cacheStartup; //End Serialization Settings List graphStructureLocked = new List(); #endregion internal AstarData (AstarPath active) { this.active = active; } public byte[] GetData() => data; public void SetData (byte[] data) { this.data = data; } /// Loads the graphs from memory, will load cached graphs if any exists public void OnEnable () { if (graphTypes == null) { FindGraphTypes(); } if (graphs == null) graphs = new NavGraph[0]; if (cacheStartup && file_cachedStartup != null && Application.isPlaying) { LoadFromCache(); } else { DeserializeGraphs(); } } /// /// Prevent the graph structure from changing during the time this lock is held. /// This prevents graphs from being added or removed and also prevents graphs from being serialized or deserialized. /// This is used when e.g an async scan is happening to ensure that for example a graph that is being scanned is not destroyed. /// /// Each call to this method *must* be paired with exactly one call to . /// The calls may be nested. /// internal void LockGraphStructure (bool allowAddingGraphs = false) { graphStructureLocked.Add(allowAddingGraphs); } /// /// Allows the graph structure to change again. /// See: /// internal void UnlockGraphStructure () { if (graphStructureLocked.Count == 0) throw new System.InvalidOperationException(); graphStructureLocked.RemoveAt(graphStructureLocked.Count - 1); } PathProcessor.GraphUpdateLock AssertSafe (bool onlyAddingGraph = false) { if (graphStructureLocked.Count > 0) { bool allowAdding = true; for (int i = 0; i < graphStructureLocked.Count; i++) allowAdding &= graphStructureLocked[i]; if (!(onlyAddingGraph && allowAdding)) throw new System.InvalidOperationException("Graphs cannot be added, removed or serialized while the graph structure is locked. This is the case when a graph is currently being scanned and when executing graph updates and work items.\nHowever as a special case, graphs can be added inside work items."); } // Pause the pathfinding threads var graphLock = active.PausePathfinding(); if (!active.IsInsideWorkItem) { // Make sure all graph updates and other callbacks are done // Only do this if this code is not being called from a work item itself as that would cause a recursive wait that could never complete. // There are some valid cases when this can happen. For example it may be necessary to add a new graph inside a work item. active.FlushWorkItems(); // Paths that are already calculated and waiting to be returned to the Seeker component need to be // processed immediately as their results usually depend on graphs that currently exist. If this was // not done then after destroying a graph one could get a path result with destroyed nodes in it. active.pathReturnQueue.ReturnPaths(false); } return graphLock; } /// /// Calls the callback with every node in all graphs. /// This is the easiest way to iterate through every existing node. /// /// /// AstarPath.active.data.GetNodes(node => { /// Debug.Log("I found a node at position " + (Vector3)node.position); /// }); /// /// /// See: for getting the nodes of a single graph instead of all. /// See: graph-updates (view in online documentation for working links) /// public void GetNodes (System.Action callback) { for (int i = 0; i < graphs.Length; i++) { if (graphs[i] != null) graphs[i].GetNodes(callback); } } /// /// Updates shortcuts to the first graph of different types. /// Hard coding references to some graph types is not really a good thing imo. I want to keep it dynamic and flexible. /// But these references ease the use of the system, so I decided to keep them. /// public void UpdateShortcuts () { navmesh = (NavMeshGraph)FindGraphOfType(typeof(NavMeshGraph)); #if !ASTAR_NO_GRID_GRAPH gridGraph = (GridGraph)FindGraphOfType(typeof(GridGraph)); layerGridGraph = (LayerGridGraph)FindGraphOfType(typeof(LayerGridGraph)); #endif #if !ASTAR_NO_POINT_GRAPH pointGraph = (PointGraph)FindGraphOfType(typeof(PointGraph)); #endif recastGraph = (RecastGraph)FindGraphOfType(typeof(RecastGraph)); linkGraph = (LinkGraph)FindGraphOfType(typeof(LinkGraph)); } /// Load from data from public void LoadFromCache () { var graphLock = AssertSafe(); if (file_cachedStartup != null) { var bytes = file_cachedStartup.bytes; DeserializeGraphs(bytes); GraphModifier.TriggerEvent(GraphModifier.EventType.PostCacheLoad); } else { Debug.LogError("Can't load from cache since the cache is empty"); } graphLock.Release(); } #region Serialization /// /// Serializes all graphs settings to a byte array. /// See: DeserializeGraphs(byte[]) /// public byte[] SerializeGraphs () { return SerializeGraphs(SerializeSettings.Settings); } /// /// Serializes all graphs settings and optionally node data to a byte array. /// See: DeserializeGraphs(byte[]) /// See: Pathfinding.Serialization.SerializeSettings /// public byte[] SerializeGraphs (SerializeSettings settings) { return SerializeGraphs(settings, out var _); } /// /// Main serializer function. /// Serializes all graphs to a byte array /// A similar function exists in the AstarPathEditor.cs script to save additional info /// public byte[] SerializeGraphs (SerializeSettings settings, out uint checksum) { var graphLock = AssertSafe(); var sr = new AstarSerializer(this, settings, active.gameObject); sr.OpenSerialize(); sr.SerializeGraphs(graphs); sr.SerializeExtraInfo(); byte[] bytes = sr.CloseSerialize(); checksum = sr.GetChecksum(); #if ASTARDEBUG Debug.Log("Got a whole bunch of data, "+bytes.Length+" bytes"); #endif graphLock.Release(); return bytes; } /// Deserializes graphs from public void DeserializeGraphs () { var dataBytes = data; if (dataBytes != null) { DeserializeGraphs(dataBytes); } } /// /// Destroys all graphs and sets to null. /// See: /// public void ClearGraphs () { var graphLock = AssertSafe(); ClearGraphsInternal(); graphLock.Release(); } void ClearGraphsInternal () { if (graphs == null) return; var graphLock = AssertSafe(); for (int i = 0; i < graphs.Length; i++) { if (graphs[i] != null) { active.DirtyBounds(graphs[i].bounds); ((IGraphInternals)graphs[i]).OnDestroy(); graphs[i].active = null; } } graphs = new NavGraph[0]; UpdateShortcuts(); graphLock.Release(); } public void DisposeUnmanagedData () { if (graphs == null) return; var graphLock = AssertSafe(); for (int i = 0; i < graphs.Length; i++) { if (graphs[i] != null) { ((IGraphInternals)graphs[i]).DisposeUnmanagedData(); } } graphLock.Release(); } /// Makes all graphs become unscanned internal void DestroyAllNodes () { if (graphs == null) return; var graphLock = AssertSafe(); for (int i = 0; i < graphs.Length; i++) { if (graphs[i] != null) { ((IGraphInternals)graphs[i]).DestroyAllNodes(); } } graphLock.Release(); } public void OnDestroy () { ClearGraphsInternal(); } /// /// Deserializes graphs from the specified byte array. /// An error will be logged if deserialization fails. /// public void DeserializeGraphs (byte[] bytes) { var graphLock = AssertSafe(); ClearGraphs(); DeserializeGraphsAdditive(bytes); graphLock.Release(); } /// /// Deserializes graphs from the specified byte array additively. /// An error will be logged if deserialization fails. /// This function will add loaded graphs to the current ones. /// public void DeserializeGraphsAdditive (byte[] bytes) { var graphLock = AssertSafe(); try { if (bytes != null) { var sr = new AstarSerializer(this, active.gameObject); if (sr.OpenDeserialize(bytes)) { DeserializeGraphsPartAdditive(sr); sr.CloseDeserialize(); } else { Debug.Log("Invalid data file (cannot read zip).\nThe data is either corrupt or it was saved using a 3.0.x or earlier version of the system"); } } else { throw new System.ArgumentNullException(nameof(bytes)); } active.VerifyIntegrity(); } catch (System.Exception e) { Debug.LogError(new System.Exception("Caught exception while deserializing data.", e)); graphs = new NavGraph[0]; } UpdateShortcuts(); GraphModifier.TriggerEvent(GraphModifier.EventType.PostGraphLoad); graphLock.Release(); } /// Helper function for deserializing graphs void DeserializeGraphsPartAdditive (AstarSerializer sr) { if (graphs == null) graphs = new NavGraph[0]; var gr = new List(graphs); // Set an offset so that the deserializer will load // the graphs with the correct graph indexes sr.SetGraphIndexOffset(gr.Count); FindGraphTypes(); var newGraphs = sr.DeserializeGraphs(graphTypes); gr.AddRange(newGraphs); if (gr.Count > GraphNode.MaxGraphIndex + 1) { throw new System.InvalidOperationException("Graph Count Limit Reached. You cannot have more than " + GraphNode.MaxGraphIndex + " graphs."); } graphs = gr.ToArray(); // Assign correct graph indices. for (int i = 0; i < graphs.Length; i++) { if (graphs[i] == null) continue; graphs[i].GetNodes(node => node.GraphIndex = (uint)i); } for (int i = 0; i < graphs.Length; i++) { for (int j = i+1; j < graphs.Length; j++) { if (graphs[i] != null && graphs[j] != null && graphs[i].guid == graphs[j].guid) { Debug.LogWarning("Guid Conflict when importing graphs additively. Imported graph will get a new Guid.\nThis message is (relatively) harmless."); graphs[i].guid = Pathfinding.Util.Guid.NewGuid(); break; } } } sr.PostDeserialization(); // This will refresh off-mesh links, // and also recalculate the hierarchical graph if necessary active.AddWorkItem(ctx => { for (int i = 0; i < newGraphs.Length; i++) { ctx.DirtyBounds(newGraphs[i].bounds); } }); active.FlushWorkItems(); } #endregion /// /// Find all graph types supported in this build. /// Using reflection, the assembly is searched for types which inherit from NavGraph. /// public void FindGraphTypes () { if (graphTypes != null) return; #if !ASTAR_FAST_NO_EXCEPTIONS && !UNITY_WINRT && !UNITY_WEBGL var graphList = new List(); foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies()) { System.Type[] types = null; try { types = assembly.GetTypes(); } catch { // Ignore type load exceptions and things like that. // We might not be able to read all assemblies for some reason, but hopefully the relevant types exist in the assemblies that we can read continue; } foreach (var type in types) { #if NETFX_CORE && !UNITY_EDITOR System.Type baseType = type.GetTypeInfo().BaseType; #else var baseType = type.BaseType; #endif while (baseType != null) { if (System.Type.Equals(baseType, typeof(NavGraph))) { graphList.Add(type); break; } #if NETFX_CORE && !UNITY_EDITOR baseType = baseType.GetTypeInfo().BaseType; #else baseType = baseType.BaseType; #endif } } } graphTypes = graphList.ToArray(); #if ASTARDEBUG Debug.Log("Found "+graphTypes.Length+" graph types"); #endif #else graphTypes = DefaultGraphTypes; #endif } #region GraphCreation /// Creates a new graph instance of type type internal NavGraph CreateGraph (System.Type type) { var graph = System.Activator.CreateInstance(type) as NavGraph; graph.active = active; return graph; } /// /// Adds a graph of type T to the array. /// See: runtime-graphs (view in online documentation for working links) /// public T AddGraph () where T : NavGraph => AddGraph(typeof(T)) as T; /// /// Adds a graph of type type to the array. /// See: runtime-graphs (view in online documentation for working links) /// public NavGraph AddGraph (System.Type type) { NavGraph graph = null; for (int i = 0; i < graphTypes.Length; i++) { if (System.Type.Equals(graphTypes[i], type)) { graph = CreateGraph(graphTypes[i]); } } if (graph == null) { Debug.LogError("No NavGraph of type '"+type+"' could be found, "+graphTypes.Length+" graph types are avaliable"); return null; } AddGraph(graph); return graph; } /// Adds the specified graph to the array void AddGraph (NavGraph graph) { // Make sure to not interfere with pathfinding var graphLock = AssertSafe(true); // Try to fill in an empty position bool foundEmpty = false; for (int i = 0; i < graphs.Length; i++) { if (graphs[i] == null) { graphs[i] = graph; graph.graphIndex = (uint)i; foundEmpty = true; break; } } if (!foundEmpty) { if (graphs != null && graphs.Length >= GraphNode.MaxGraphIndex) { throw new System.Exception("Graph Count Limit Reached. You cannot have more than " + GraphNode.MaxGraphIndex + " graphs."); } // Add a new entry to the list Memory.Realloc(ref graphs, graphs.Length + 1); graphs[graphs.Length - 1] = graph; graph.graphIndex = (uint)(graphs.Length-1); } UpdateShortcuts(); graph.active = active; graphLock.Release(); } /// /// Removes the specified graph from the array and Destroys it in a safe manner. /// To avoid changing graph indices for the other graphs, the graph is simply nulled in the array instead /// of actually removing it from the array. /// The empty position will be reused if a new graph is added. /// /// Returns: True if the graph was sucessfully removed (i.e it did exist in the array). False otherwise. /// /// See: /// public bool RemoveGraph (NavGraph graph) { // Make sure the pathfinding threads are paused var graphLock = AssertSafe(); active.DirtyBounds(graph.bounds); ((IGraphInternals)graph).OnDestroy(); graph.active = null; int i = System.Array.IndexOf(graphs, graph); if (i != -1) graphs[i] = null; UpdateShortcuts(); active.offMeshLinks.Refresh(); graphLock.Release(); return i != -1; } #endregion #region GraphUtility /// /// Returns the graph which contains the specified node. /// The graph must be in the array. /// /// Returns: Returns the graph which contains the node. Null if the graph wasn't found /// public static NavGraph GetGraph (GraphNode node) { if (node == null || node.Destroyed) return null; AstarPath script = AstarPath.active; if (System.Object.ReferenceEquals(script, null)) return null; AstarData data = script.data; if (data == null || data.graphs == null) return null; uint graphIndex = node.GraphIndex; return data.graphs[(int)graphIndex]; } /// Returns the first graph which satisfies the predicate. Returns null if no graph was found. public NavGraph FindGraph (System.Func predicate) { if (graphs != null) { for (int i = 0; i < graphs.Length; i++) { if (graphs[i] != null && predicate(graphs[i])) { return graphs[i]; } } } return null; } /// Returns the first graph of type type found in the array. Returns null if no graph was found. public NavGraph FindGraphOfType (System.Type type) { return FindGraph(graph => System.Type.Equals(graph.GetType(), type)); } /// Returns the first graph which inherits from the type type. Returns null if no graph was found. public NavGraph FindGraphWhichInheritsFrom (System.Type type) { return FindGraph(graph => WindowsStoreCompatibility.GetTypeInfo(type).IsAssignableFrom(WindowsStoreCompatibility.GetTypeInfo(graph.GetType()))); } /// /// Loop through this function to get all graphs of type 'type' /// /// foreach (GridGraph graph in AstarPath.data.FindGraphsOfType (typeof(GridGraph))) { /// //Do something with the graph /// } /// /// See: AstarPath.RegisterSafeNodeUpdate /// public IEnumerable FindGraphsOfType (System.Type type) { if (graphs == null) yield break; for (int i = 0; i < graphs.Length; i++) { if (graphs[i] != null && System.Type.Equals(graphs[i].GetType(), type)) { yield return graphs[i]; } } } /// /// All graphs which implements the UpdateableGraph interface /// foreach (IUpdatableGraph graph in AstarPath.data.GetUpdateableGraphs ()) { /// //Do something with the graph /// } /// See: AstarPath.AddWorkItem /// See: Pathfinding.IUpdatableGraph /// public IEnumerable GetUpdateableGraphs () { if (graphs == null) yield break; for (int i = 0; i < graphs.Length; i++) { if (graphs[i] is IUpdatableGraph) { yield return graphs[i]; } } } /// Gets the index of the NavGraph in the array public int GetGraphIndex (NavGraph graph) { if (graph == null) throw new System.ArgumentNullException("graph"); var index = -1; if (graphs != null) { index = System.Array.IndexOf(graphs, graph); if (index == -1) Debug.LogError("Graph doesn't exist"); } return index; } #endregion } }