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mirror of synced 2024-09-23 18:48:21 +02:00

fix enviroment and config issue again; faster ipc

This commit is contained in:
xpeng 2023-03-04 03:25:38 +01:00
parent 53eb751418
commit bfa9df38b5
34 changed files with 29212 additions and 33232 deletions

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@ -20,7 +20,7 @@ public class Config
public float HandZ = 0;
public float PlayerHeight = 0;
public int Skybox = 0;
public int Enviroment = 0;
public int Enviroment = 1;
public float HapticDuration = 0.1f;
public float HapticAmplitude = 0.75f;
public int TouchSampleRate = 3;

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@ -44,18 +44,16 @@ public class ConfigManager : MonoBehaviour
private static void LoadFile()
{
Debug.Log("Loading config file");
if (File.Exists(GetFileName()))
if (!File.Exists(GetFileName()) || JsonConvert.DeserializeObject<Config>(File.ReadAllText(GetFileName())) == null)
{
Debug.Log("Config file exists");
config = JsonConvert.DeserializeObject<Config>(File.ReadAllText(GetFileName()));
}
else
{
Debug.Log("Config file does not exist");
Debug.Log("Config file does not exist or is corrupted");
config = new Config();
SaveFileWait();
saveFile();
Debug.Log("Config file created");
}
Debug.Log("Found config file");
config = JsonConvert.DeserializeObject<Config>(File.ReadAllText(GetFileName()));
Debug.Log("Config file loaded");
}
public static string GetFileName()
{
@ -67,7 +65,7 @@ public class ConfigManager : MonoBehaviour
saverTimer = 0;
//Debug.Log("Saving config file");
}
public void saveFile()
public static void saveFile()
{
File.WriteAllText(GetFileName(), JsonConvert.SerializeObject(config, Formatting.Indented));
Debug.Log("Config file saved");

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@ -4,7 +4,6 @@ using UnityEngine;
using TMPro;
using System.IO;
[RequireComponent(typeof(TMP_Dropdown))]
public class EnviromentManager : MonoBehaviour
{
private TMP_Dropdown Dropdown;
@ -16,7 +15,8 @@ public class EnviromentManager : MonoBehaviour
private List<FileInfo> enviromentFiles = new List<FileInfo>();
void Start()
{
Dropdown = GetComponent<TMP_Dropdown>();
var dropdownWidget = ConfigManager.GetConfigPanelWidget("Enviroment");
Dropdown = dropdownWidget.GetComponent<TMP_Dropdown>();
AddEnviorments();
Dropdown.onValueChanged.AddListener((int value) => {
if (value == 0)

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@ -0,0 +1,287 @@
//Source: https://github.com/Ayfel/PrefabLightmapping
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
[ExecuteAlways]
public class PrefabLightmapData : MonoBehaviour
{
[System.Serializable]
struct RendererInfo
{
public Renderer renderer;
public int lightmapIndex;
public Vector4 lightmapOffsetScale;
}
[System.Serializable]
struct LightInfo
{
public Light light;
public int lightmapBaketype;
public int mixedLightingMode;
}
[SerializeField]
RendererInfo[] m_RendererInfo;
[SerializeField]
Texture2D[] m_Lightmaps;
[SerializeField]
Texture2D[] m_LightmapsDir;
[SerializeField]
Texture2D[] m_ShadowMasks;
[SerializeField]
LightInfo[] m_LightInfo;
void Awake()
{
Init();
}
public void Init()
{
if (m_RendererInfo == null || m_RendererInfo.Length == 0)
return;
var lightmaps = LightmapSettings.lightmaps;
int[] offsetsindexes = new int[m_Lightmaps.Length];
int counttotal = lightmaps.Length;
List<LightmapData> combinedLightmaps = new List<LightmapData>();
for (int i = 0; i < m_Lightmaps.Length; i++)
{
bool exists = false;
for (int j = 0; j < lightmaps.Length; j++)
{
if (m_Lightmaps[i] == lightmaps[j].lightmapColor)
{
exists = true;
offsetsindexes[i] = j;
}
}
if (!exists)
{
offsetsindexes[i] = counttotal;
var newlightmapdata = new LightmapData
{
lightmapColor = m_Lightmaps[i],
lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D),
shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D),
};
combinedLightmaps.Add(newlightmapdata);
counttotal += 1;
}
}
var combinedLightmaps2 = new LightmapData[counttotal];
lightmaps.CopyTo(combinedLightmaps2, 0);
combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length);
bool directional=true;
foreach(Texture2D t in m_LightmapsDir)
{
if (t == null)
{
directional = false;
break;
}
}
LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional;
ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo);
LightmapSettings.lightmaps = combinedLightmaps2;
}
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
// called second
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Init();
}
// called when the game is terminated
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
static void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
{
for (int i = 0; i < infos.Length; i++)
{
var info = infos[i];
info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
// You have to release shaders.
Material[] mat = info.renderer.sharedMaterials;
for (int j = 0; j < mat.Length; j++)
{
if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
mat[j].shader = Shader.Find(mat[j].shader.name);
}
}
for (int i = 0; i < lightsInfo.Length; i++)
{
LightBakingOutput bakingOutput = new LightBakingOutput();
bakingOutput.isBaked = true;
bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype;
bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode;
lightsInfo[i].light.bakingOutput = bakingOutput;
}
}
#if UNITY_EDITOR
[UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
static void GenerateLightmapInfo()
{
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
{
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
return;
}
UnityEditor.Lightmapping.Bake();
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
foreach (var instance in prefabs)
{
var gameObject = instance.gameObject;
var rendererInfos = new List<RendererInfo>();
var lightmaps = new List<Texture2D>();
var lightmapsDir = new List<Texture2D>();
var shadowMasks = new List<Texture2D>();
var lightsInfos = new List<LightInfo>();
GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos);
instance.m_RendererInfo = rendererInfos.ToArray();
instance.m_Lightmaps = lightmaps.ToArray();
instance.m_LightmapsDir = lightmapsDir.ToArray();
instance.m_LightInfo = lightsInfos.ToArray();
instance.m_ShadowMasks = shadowMasks.ToArray();
#if UNITY_2018_3_OR_NEWER
var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject;
if (targetPrefab != null)
{
GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点
//如果当前预制体是是某个嵌套预制体的一部分IsPartOfPrefabInstance
if (root != null)
{
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject);
string rootPath = AssetDatabase.GetAssetPath(rootPrefab);
//打开根部预制体
PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot);
try
{
//Apply各个子预制体的改变
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
}
catch { }
finally
{
//重新更新根预制体
PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction);
}
}
else
{
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
}
}
#else
var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
if (targetPrefab != null)
{
//UnityEditor.Prefab
UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
}
#endif
}
}
static void GenerateLightmapInfo(GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmapsDir, List<Texture2D> shadowMasks, List<LightInfo> lightsInfo)
{
var renderers = root.GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer renderer in renderers)
{
if (renderer.lightmapIndex != -1)
{
RendererInfo info = new RendererInfo();
info.renderer = renderer;
if (renderer.lightmapScaleOffset != Vector4.zero)
{
//1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html
if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue;
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask;
info.lightmapIndex = lightmaps.IndexOf(lightmap);
if (info.lightmapIndex == -1)
{
info.lightmapIndex = lightmaps.Count;
lightmaps.Add(lightmap);
lightmapsDir.Add(lightmapDir);
shadowMasks.Add(shadowMask);
}
rendererInfos.Add(info);
}
}
}
var lights = root.GetComponentsInChildren<Light>(true);
foreach (Light l in lights)
{
LightInfo lightInfo = new LightInfo();
lightInfo.light = l;
lightInfo.lightmapBaketype = (int)l.lightmapBakeType;
#if UNITY_2020_1_OR_NEWER
lightInfo.mixedLightingMode = (int)UnityEditor.Lightmapping.lightingSettings.mixedBakeMode;
#elif UNITY_2018_1_OR_NEWER
lightInfo.mixedLightingMode = (int)UnityEditor.LightmapEditorSettings.mixedBakeMode;
#else
lightInfo.mixedLightingMode = (int)l.bakingOutput.lightmapBakeType;
#endif
lightsInfo.Add(lightInfo);
}
}
#endif
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1886bb2d2d9d85f4b9fc5dfeb8d68f50
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -6,7 +6,7 @@
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"allowUnsafeCode": true,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,

View File

@ -3,6 +3,8 @@ using System.Collections.Generic;
using System.IO.MemoryMappedFiles;
using System.Security.Principal;
using UnityEngine;
using System.Runtime.InteropServices;
using System;
public class IPCManager : MonoBehaviour
{
@ -46,11 +48,22 @@ public class IPCManager : MonoBehaviour
public static byte[] GetLightData()
{
EnsureInitialization();
byte[] bytes = new byte[1920];
IPCManager.sharedBufferAccessor.ReadArray<byte>(244, bytes, 0, 1920);
if (bytes[3] == 0)
return null;
return bytes;
//byte[] bytes = new byte[1920];
//IPCManager.sharedBufferAccessor.ReadArray<byte>(244, bytes, 0, 1920);
//if (bytes[3] == 0)
//return null;
return ReadBytes(244, 1920);
}
// Source: https://stackoverflow.com/questions/7956167/how-can-i-quickly-read-bytes-from-a-memory-mapped-file-in-net/7956222#7956222
private static unsafe byte[] ReadBytes(int offset, int num)
{
byte[] arr = new byte[num];
byte *ptr = (byte*)0;
sharedBufferAccessor.SafeMemoryMappedViewHandle.AcquirePointer(ref ptr);
Marshal.Copy(IntPtr.Add(new IntPtr(ptr), offset), arr, 0, num);
sharedBufferAccessor.SafeMemoryMappedViewHandle.ReleasePointer();
return arr;
}
private void OnDestroy() {

View File

@ -7,7 +7,7 @@
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"allowUnsafeCode": true,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,

View File

@ -57,20 +57,27 @@ public class LightManager : MonoBehaviour
if (IPCManager.sharedBuffer != null)
{
GetTextureFromBytes(IPCManager.GetLightData());
if (!isIPCIdle)
UpdateLED();
if (isIPCIdle)
return;
UpdateLED();
}
else
{
isIPCIdle = true;
}
}
private void CheckIPCState(byte[] data)
private bool CheckIPCState(byte[] data)
{
if (data[3] == 0)
{
isIPCIdle = true;
return true;
}
else
{
isIPCIdle = false;
return false;
}
}
private void UpdateLED()
@ -90,14 +97,16 @@ public class LightManager : MonoBehaviour
}
void GetTextureFromBytes(byte[] bytes)
{
if (bytes != null && bytes.Length == 1920)
{
CheckIPCState(bytes);
var newbytes = new byte[1920];
newbytes = bytes;
RGBColor2D.LoadRawTextureData(newbytes);
RGBColor2D.Apply();
}
if (bytes == null || bytes.Length != 1920)
return;
if (CheckIPCState(bytes))
return;
var newbytes = new byte[1920];
newbytes = bytes;
RGBColor2D.LoadRawTextureData(newbytes);
RGBColor2D.Apply();
}
public void UpdateFadeLight(int Area, bool State)
{

View File

@ -796,7 +796,7 @@ PlayerSettings:
managedStrippingLevel: {}
incrementalIl2cppBuild: {}
suppressCommonWarnings: 1
allowUnsafeCode: 0
allowUnsafeCode: 1
useDeterministicCompilation: 1
enableRoslynAnalyzers: 1
additionalIl2CppArgs: