using UnityEngine; using System.Collections; using System.Collections.Generic; using Pathfinding.WindowsStore; using Pathfinding.Serialization; #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. /// \ingroup relevant /// /// An instance of this class is assigned to AstarPath.data, from it you can access all graphs loaded through the variable.\n /// This class also handles a lot of the high level serialization. /// public class AstarData { /// Shortcut to AstarPath.active public static AstarPath active { get { return AstarPath.active; } } #region Fields /// /// Shortcut to the first NavMeshGraph. /// Updated at scanning time /// public NavMeshGraph navmesh { get; private set; } #if !ASTAR_NO_GRID_GRAPH /// /// Shortcut to the first GridGraph. /// Updated at scanning time /// public GridGraph gridGraph { get; private set; } #endif #if !ASTAR_NO_POINT_GRAPH /// /// Shortcut to the first PointGraph. /// Updated at scanning time /// public PointGraph pointGraph { get; private set; } #endif /// /// 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), #endif #if !ASTAR_NO_POINT_GRAPH typeof(PointGraph), #endif typeof(NavMeshGraph), }; #endif /// /// All graphs this instance holds. /// 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]; //Serialization Settings /// /// 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. /// /// \since 3.6.1 /// [SerializeField] string dataString; /// /// Data from versions from before 3.6.1. /// Used for handling upgrades /// \since 3.6.1 /// [SerializeField] [UnityEngine.Serialization.FormerlySerializedAs("data")] private byte[] upgradeData; /// Serialized data for all graphs and settings private byte[] data { get { // Handle upgrading from earlier versions than 3.6.1 if (upgradeData != null && upgradeData.Length > 0) { data = upgradeData; upgradeData = null; } return dataString != null? System.Convert.FromBase64String(dataString) : null; } 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; /// /// Serialized data for cached startup. /// /// Deprecated: Deprecated since 3.6, AstarData.file_cachedStartup is now used instead /// public byte[] data_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 public byte[] GetData () { return data; } public void SetData (byte[] data) { this.data = data; } /// Loads the graphs from memory, will load cached graphs if any exists public void Awake () { graphs = new NavGraph[0]; if (cacheStartup && file_cachedStartup != null) { 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)); #endif #if !ASTAR_NO_POINT_GRAPH pointGraph = (PointGraph)FindGraphOfType(typeof(PointGraph)); #endif } /// 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) { uint checksum; return SerializeGraphs(settings, out checksum); } /// /// 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 () { if (data != null) { DeserializeGraphs(data); } } /// Destroys all graphs and sets graphs to null 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(); } /// /// 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("bytes"); } active.VerifyIntegrity(); } catch (System.Exception e) { Debug.LogError("Caught exception while deserializing data.\n"+e); graphs = new NavGraph[0]; } UpdateShortcuts(); 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); if (graphTypes == null) FindGraphTypes(); gr.AddRange(sr.DeserializeGraphs(graphTypes)); graphs = gr.ToArray(); sr.DeserializeEditorSettingsCompatibility(); sr.DeserializeExtraInfo(); //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(); active.hierarchicalGraph.RecalculateIfNecessary(); } #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 !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 /// /// Returns: A System.Type which matches the specified type string. If no mathing graph type was found, null is returned /// /// Deprecated: /// [System.Obsolete("If really necessary. Use System.Type.GetType instead.")] public System.Type GetGraphType (string type) { for (int i = 0; i < graphTypes.Length; i++) { if (graphTypes[i].Name == type) { return graphTypes[i]; } } return null; } /// /// Creates a new instance of a graph of type type. If no matching graph type was found, an error is logged and null is returned /// Returns: The created graph /// See: /// /// Deprecated: /// [System.Obsolete("Use CreateGraph(System.Type) instead")] public NavGraph CreateGraph (string type) { Debug.Log("Creating Graph of type '"+type+"'"); for (int i = 0; i < graphTypes.Length; i++) { if (graphTypes[i].Name == type) { return CreateGraph(graphTypes[i]); } } Debug.LogError("Graph type ("+type+") wasn't found"); return null; } /// /// Creates a new graph instance of type type /// See: /// internal NavGraph CreateGraph (System.Type type) { var graph = System.Activator.CreateInstance(type) as NavGraph; graph.active = active; return graph; } /// /// Adds a graph of type type to the array /// /// Deprecated: /// [System.Obsolete("Use AddGraph(System.Type) instead")] public NavGraph AddGraph (string type) { NavGraph graph = null; for (int i = 0; i < graphTypes.Length; i++) { if (graphTypes[i].Name == type) { graph = CreateGraph(graphTypes[i]); } } if (graph == null) { Debug.LogError("No NavGraph of type '"+type+"' could be found"); return null; } AddGraph(graph); return graph; } /// /// 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 var graphList = new List(graphs ?? new NavGraph[0]); graphList.Add(graph); graphs = graphList.ToArray(); 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. /// /// Version: Changed in 3.2.5 to call SafeOnDestroy before removing /// and nulling it in the array instead of removing the element completely in the array. /// public bool RemoveGraph (NavGraph graph) { // Make sure the pathfinding threads are stopped // If we don't wait until pathfinding that is potentially running on // this graph right now we could end up with NullReferenceExceptions 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 /// /// 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) 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]; } /// 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]; } } } /// /// All graphs which implements the UpdateableGraph interface /// foreach (IRaycastableGraph graph in AstarPath.data.GetRaycastableGraphs ()) { /// //Do something with the graph /// } /// See: Pathfinding.IRaycastableGraph /// Deprecated: Deprecated because it is not used by the package internally and the use cases are few. Iterate through the array instead. /// [System.Obsolete("Obsolete because it is not used by the package internally and the use cases are few. Iterate through the graphs array instead.")] public IEnumerable GetRaycastableGraphs () { if (graphs == null) yield break; for (int i = 0; i < graphs.Length; i++) { if (graphs[i] is IRaycastableGraph) { 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 } }