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using UnityEngine ;
using System.Collections ;
using System.Collections.Generic ;
using Pathfinding.WindowsStore ;
using Pathfinding.Serialization ;
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using Pathfinding.Util ;
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#if UNITY_WINRT & & ! UNITY_EDITOR
//using MarkerMetro.Unity.WinLegacy.IO;
//using MarkerMetro.Unity.WinLegacy.Reflection;
#endif
namespace Pathfinding {
[System.Serializable]
/// <summary>
/// Stores the navigation graphs for the A* Pathfinding System.
///
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/// An instance of this class is assigned to <see cref="AstarPath.data"/>. From it you can access all graphs loaded through the <see cref="graphs"/> variable.
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/// This class also handles a lot of the high level serialization.
/// </summary>
public class AstarData {
/// <summary>Shortcut to AstarPath.active</summary>
public static AstarPath active {
get {
return AstarPath . active ;
}
}
#region Fields
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/// <summary>Shortcut to the first <see cref="NavMeshGraph"/></summary>
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public NavMeshGraph navmesh { get ; private set ; }
#if ! ASTAR_NO_GRID_GRAPH
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/// <summary>Shortcut to the first <see cref="GridGraph"/></summary>
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public GridGraph gridGraph { get ; private set ; }
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/// <summary>Shortcut to the first <see cref="LayerGridGraph"/>.</summary>
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public LayerGridGraph layerGridGraph { get ; private set ; }
#endif
#if ! ASTAR_NO_POINT_GRAPH
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/// <summary>Shortcut to the first <see cref="PointGraph"/>.</summary>
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public PointGraph pointGraph { get ; private set ; }
#endif
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/// <summary>Shortcut to the first <see cref="RecastGraph"/>.</summary>
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public RecastGraph recastGraph { get ; private set ; }
/// <summary>
/// All supported graph types.
/// Populated through reflection search
/// </summary>
public System . Type [ ] graphTypes { get ; private set ; }
#if ASTAR_FAST_NO_EXCEPTIONS | | UNITY_WINRT | | UNITY_WEBGL
/// <summary>
/// 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.
/// </summary>
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 ) ,
} ;
#endif
/// <summary>
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/// All graphs.
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/// This will be filled only after deserialization has completed.
/// May contain null entries if graph have been removed.
/// </summary>
[System.NonSerialized]
public NavGraph [ ] graphs = new NavGraph [ 0 ] ;
/// <summary>
/// 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 <see cref="data"/> property.
/// </summary>
[SerializeField]
string dataString ;
/// <summary>Serialized data for all graphs and settings</summary>
private byte [ ] data {
get {
return dataString ! = null ? System . Convert . FromBase64String ( dataString ) : null ;
}
set {
dataString = value ! = null ? System . Convert . ToBase64String ( value ) : null ;
}
}
/// <summary>
/// Serialized data for cached startup.
/// If set, on start the graphs will be deserialized from this file.
/// </summary>
public TextAsset file_cachedStartup ;
/// <summary>
/// Should graph-data be cached.
/// Caching the startup means saving the whole graphs - not only the settings - to a file (<see cref="file_cachedStartup)"/> 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)
/// </summary>
[SerializeField]
public bool cacheStartup ;
//End Serialization Settings
List < bool > graphStructureLocked = new List < bool > ( ) ;
#endregion
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public byte [ ] GetData ( ) = > data ;
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public void SetData ( byte [ ] data ) {
this . data = data ;
}
/// <summary>Loads the graphs from memory, will load cached graphs if any exists</summary>
public void Awake ( ) {
graphs = new NavGraph [ 0 ] ;
if ( cacheStartup & & file_cachedStartup ! = null ) {
LoadFromCache ( ) ;
} else {
DeserializeGraphs ( ) ;
}
}
/// <summary>
/// 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 <see cref="UnlockGraphStructure"/>.
/// The calls may be nested.
/// </summary>
internal void LockGraphStructure ( bool allowAddingGraphs = false ) {
graphStructureLocked . Add ( allowAddingGraphs ) ;
}
/// <summary>
/// Allows the graph structure to change again.
/// See: <see cref="LockGraphStructure"/>
/// </summary>
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 ;
}
/// <summary>
/// Calls the callback with every node in all graphs.
/// This is the easiest way to iterate through every existing node.
///
/// <code>
/// AstarPath.active.data.GetNodes(node => {
/// Debug.Log("I found a node at position " + (Vector3)node.position);
/// });
/// </code>
///
/// See: <see cref="Pathfinding.NavGraph.GetNodes"/> for getting the nodes of a single graph instead of all.
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public void GetNodes ( System . Action < GraphNode > callback ) {
for ( int i = 0 ; i < graphs . Length ; i + + ) {
if ( graphs [ i ] ! = null ) graphs [ i ] . GetNodes ( callback ) ;
}
}
/// <summary>
/// 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.
/// </summary>
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 ) ) ;
}
/// <summary>Load from data from <see cref="file_cachedStartup"/></summary>
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
/// <summary>
/// Serializes all graphs settings to a byte array.
/// See: DeserializeGraphs(byte[])
/// </summary>
public byte [ ] SerializeGraphs ( ) {
return SerializeGraphs ( SerializeSettings . Settings ) ;
}
/// <summary>
/// Serializes all graphs settings and optionally node data to a byte array.
/// See: DeserializeGraphs(byte[])
/// See: Pathfinding.Serialization.SerializeSettings
/// </summary>
public byte [ ] SerializeGraphs ( SerializeSettings settings ) {
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return SerializeGraphs ( settings , out var _ ) ;
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}
/// <summary>
/// Main serializer function.
/// Serializes all graphs to a byte array
/// A similar function exists in the AstarPathEditor.cs script to save additional info
/// </summary>
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 ;
}
/// <summary>Deserializes graphs from <see cref="data"/></summary>
public void DeserializeGraphs ( ) {
if ( data ! = null ) {
DeserializeGraphs ( data ) ;
}
}
/// <summary>Destroys all graphs and sets graphs to null</summary>
void ClearGraphs ( ) {
if ( graphs = = null ) return ;
for ( int i = 0 ; i < graphs . Length ; i + + ) {
if ( graphs [ i ] ! = null ) {
( ( IGraphInternals ) graphs [ i ] ) . OnDestroy ( ) ;
graphs [ i ] . active = null ;
}
}
graphs = new NavGraph [ 0 ] ;
UpdateShortcuts ( ) ;
}
public void OnDestroy ( ) {
ClearGraphs ( ) ;
}
/// <summary>
/// Deserializes graphs from the specified byte array.
/// An error will be logged if deserialization fails.
/// </summary>
public void DeserializeGraphs ( byte [ ] bytes ) {
var graphLock = AssertSafe ( ) ;
ClearGraphs ( ) ;
DeserializeGraphsAdditive ( bytes ) ;
graphLock . Release ( ) ;
}
/// <summary>
/// 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.
/// </summary>
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 ( "bytes" ) ;
}
active . VerifyIntegrity ( ) ;
} catch ( System . Exception e ) {
Debug . LogError ( "Caught exception while deserializing data.\n" + e ) ;
graphs = new NavGraph [ 0 ] ;
}
UpdateShortcuts ( ) ;
graphLock . Release ( ) ;
}
/// <summary>Helper function for deserializing graphs</summary>
void DeserializeGraphsPartAdditive ( AstarSerializer sr ) {
if ( graphs = = null ) graphs = new NavGraph [ 0 ] ;
var gr = new List < NavGraph > ( graphs ) ;
// Set an offset so that the deserializer will load
// the graphs with the correct graph indexes
sr . SetGraphIndexOffset ( gr . Count ) ;
if ( graphTypes = = null ) FindGraphTypes ( ) ;
gr . AddRange ( sr . DeserializeGraphs ( graphTypes ) ) ;
graphs = gr . ToArray ( ) ;
sr . DeserializeEditorSettingsCompatibility ( ) ;
sr . DeserializeExtraInfo ( ) ;
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// Assign correct graph indices.
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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 ( ) ;
active . hierarchicalGraph . RecalculateIfNecessary ( ) ;
}
#endregion
/// <summary>
/// Find all graph types supported in this build.
/// Using reflection, the assembly is searched for types which inherit from NavGraph.
/// </summary>
public void FindGraphTypes ( ) {
#if ! ASTAR_FAST_NO_EXCEPTIONS & & ! UNITY_WINRT & & ! UNITY_WEBGL
var graphList = new List < System . Type > ( ) ;
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
/// <summary>
/// Creates a new graph instance of type type
/// See: <see cref="CreateGraph(string)"/>
/// </summary>
internal NavGraph CreateGraph ( System . Type type ) {
var graph = System . Activator . CreateInstance ( type ) as NavGraph ;
graph . active = active ;
return graph ;
}
/// <summary>
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/// Adds a graph of type T to the <see cref="graphs"/> array.
/// See: runtime-graphs (view in online documentation for working links)
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/// </summary>
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public T AddGraph < T > ( ) where T : NavGraph = > AddGraph ( typeof ( T ) ) as T ;
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/// <summary>
/// Adds a graph of type type to the <see cref="graphs"/> array.
/// See: runtime-graphs (view in online documentation for working links)
/// </summary>
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 ;
}
/// <summary>Adds the specified graph to the <see cref="graphs"/> array</summary>
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
var graphList = new List < NavGraph > ( graphs ? ? new NavGraph [ 0 ] ) ;
graphList . Add ( graph ) ;
graphs = graphList . ToArray ( ) ;
graph . graphIndex = ( uint ) ( graphs . Length - 1 ) ;
}
UpdateShortcuts ( ) ;
graph . active = active ;
graphLock . Release ( ) ;
}
/// <summary>
/// Removes the specified graph from the <see cref="graphs"/> 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 <see cref="graphs"/> array). False otherwise.
/// </summary>
public bool RemoveGraph ( NavGraph graph ) {
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// Make sure the pathfinding threads are paused
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var graphLock = AssertSafe ( ) ;
( ( IGraphInternals ) graph ) . OnDestroy ( ) ;
graph . active = null ;
int i = System . Array . IndexOf ( graphs , graph ) ;
if ( i ! = - 1 ) graphs [ i ] = null ;
UpdateShortcuts ( ) ;
graphLock . Release ( ) ;
return i ! = - 1 ;
}
#endregion
#region GraphUtility
/// <summary>
/// Returns the graph which contains the specified node.
/// The graph must be in the <see cref="graphs"/> array.
///
/// Returns: Returns the graph which contains the node. Null if the graph wasn't found
/// </summary>
public static NavGraph GetGraph ( GraphNode node ) {
if ( node = = null ) return null ;
AstarPath script = AstarPath . active ;
if ( script = = null ) return null ;
AstarData data = script . data ;
if ( data = = null | | data . graphs = = null ) return null ;
uint graphIndex = node . GraphIndex ;
if ( graphIndex > = data . graphs . Length ) {
return null ;
}
return data . graphs [ ( int ) graphIndex ] ;
}
/// <summary>Returns the first graph which satisfies the predicate. Returns null if no graph was found.</summary>
public NavGraph FindGraph ( System . Func < NavGraph , bool > predicate ) {
if ( graphs ! = null ) {
for ( int i = 0 ; i < graphs . Length ; i + + ) {
if ( graphs [ i ] ! = null & & predicate ( graphs [ i ] ) ) {
return graphs [ i ] ;
}
}
}
return null ;
}
/// <summary>Returns the first graph of type type found in the <see cref="graphs"/> array. Returns null if no graph was found.</summary>
public NavGraph FindGraphOfType ( System . Type type ) {
return FindGraph ( graph = > System . Type . Equals ( graph . GetType ( ) , type ) ) ;
}
/// <summary>Returns the first graph which inherits from the type type. Returns null if no graph was found.</summary>
public NavGraph FindGraphWhichInheritsFrom ( System . Type type ) {
return FindGraph ( graph = > WindowsStoreCompatibility . GetTypeInfo ( type ) . IsAssignableFrom ( WindowsStoreCompatibility . GetTypeInfo ( graph . GetType ( ) ) ) ) ;
}
/// <summary>
/// Loop through this function to get all graphs of type 'type'
/// <code>
/// foreach (GridGraph graph in AstarPath.data.FindGraphsOfType (typeof(GridGraph))) {
/// //Do something with the graph
/// }
/// </code>
/// See: AstarPath.RegisterSafeNodeUpdate
/// </summary>
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 ] ;
}
}
}
/// <summary>
/// All graphs which implements the UpdateableGraph interface
/// <code> foreach (IUpdatableGraph graph in AstarPath.data.GetUpdateableGraphs ()) {
/// //Do something with the graph
/// } </code>
/// See: AstarPath.AddWorkItem
/// See: Pathfinding.IUpdatableGraph
/// </summary>
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 ] ;
}
}
}
/// <summary>Gets the index of the NavGraph in the <see cref="graphs"/> array</summary>
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
}
}