您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

239 行
8.9 KiB

using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Unity.Services.Core.Editor
{
/// <summary>
/// Base implementation of the <see cref="IEditorGameServiceRegistry"/>
/// </summary>
public sealed class EditorGameServiceRegistry : IEditorGameServiceRegistry
{
internal Dictionary<string, IEditorGameService> Services;
IProjectStateRequest m_ProjectStateRequest;
IProjectStateHelper m_ProjectStateHelper;
IServiceFlagRequest m_ServiceFlagRequest;
ProjectState? m_CachedProjectState;
UserRoleHandler m_UserRoleHandler;
internal UserRoleHandler UserRoleHandler => m_UserRoleHandler;
/// <summary>
/// Default constructor for the registry.
/// </summary>
internal EditorGameServiceRegistry(IProjectStateRequest projectStateRequest = null,
IProjectStateHelper projectStateHelper = null,
IServiceFlagRequest serviceFlagRequest = null,
UserRoleHandler userRoleHandler = null)
{
Services = new Dictionary<string, IEditorGameService>();
m_ProjectStateRequest = projectStateRequest;
m_CachedProjectState = m_ProjectStateRequest?.GetProjectState();
m_ProjectStateHelper = projectStateHelper;
m_ServiceFlagRequest = serviceFlagRequest;
m_UserRoleHandler = userRoleHandler;
}
/// <summary>
/// Access to the editor game service registry
/// </summary>
public static EditorGameServiceRegistry Instance { get; internal set; } = new EditorGameServiceRegistry(
new ProjectStateRequest(), new ProjectStateHelper(), new ServiceFlagRequest(), new UserRoleHandler());
[InitializeOnLoadMethod]
static void RegisterAllServices()
{
var types = TypeCache.GetTypesDerivedFrom<IEditorGameService>().ToList();
foreach (var type in types)
{
if (TryGetServiceFromType(type, out var service))
{
// Check to see if the service has already been added
// There is a use-case where this method would be called via the [InitializeOnLoadMethod] attribute
// but the domain has not actually reloaded
// That is an intended Unity feature, and as such this is a safety check.
if (!Instance.Services.ContainsKey(service.Identifier.GetKey()))
{
Instance.RegisterService(service);
}
}
else
{
Debug.LogError($"Type `{type.FullName}` is not a valid service.");
}
}
Instance.StartListeningToProjectStateChanges();
}
void StartListeningToProjectStateChanges()
{
#if ENABLE_EDITOR_GAME_SERVICES
CloudProjectSettingsEventManager.instance.projectStateChanged += VerifyIfProjectBindChanges;
CloudProjectSettingsEventManager.instance.projectRefreshed += VerifyIfProjectBindChanges;
#endif
}
~EditorGameServiceRegistry()
{
StopListeningToProjectStateChanges();
m_UserRoleHandler?.Dispose();
}
void StopListeningToProjectStateChanges()
{
#if ENABLE_EDITOR_GAME_SERVICES
CloudProjectSettingsEventManager.instance.projectStateChanged -= VerifyIfProjectBindChanges;
CloudProjectSettingsEventManager.instance.projectRefreshed -= VerifyIfProjectBindChanges;
#endif
}
void VerifyIfProjectBindChanges()
{
if (m_ProjectStateRequest != null && m_ProjectStateHelper != null)
{
var currentProjectState = m_ProjectStateRequest.GetProjectState();
if (m_ProjectStateHelper.IsProjectOnlyPartiallyBound(currentProjectState))
{
return;
}
if (m_ProjectStateHelper.IsProjectBeingUnbound(m_CachedProjectState, currentProjectState))
{
UpdateServicesForProjectUnbinding();
}
else if (m_ProjectStateHelper.IsProjectBeingBound(m_CachedProjectState, currentProjectState))
{
UpdateServicesForProjectBinding();
}
m_CachedProjectState = currentProjectState;
}
}
void UpdateServicesForProjectBinding()
{
if (m_ServiceFlagRequest != null)
{
var asyncOperation = m_ServiceFlagRequest.FetchServiceFlags();
asyncOperation.Completed += UpdateServiceActivation;
}
}
void UpdateServiceActivation(IAsyncOperation<IServiceFlags> flagsAsyncOperation)
{
foreach (var service in Services)
{
var serviceFlagEnabler = service.Value.Enabler as EditorGameServiceFlagEnabler;
if (serviceFlagEnabler != null)
{
var serviceFlags = flagsAsyncOperation.Result;
if (serviceFlags.DoesFlagExist(serviceFlagEnabler.GetFlagName()))
{
if (serviceFlags.IsFlagActive(serviceFlagEnabler.GetFlagName()))
{
serviceFlagEnabler.Enable();
}
else
{
serviceFlagEnabler.Disable();
}
}
}
}
}
void UpdateServicesForProjectUnbinding()
{
foreach (var service in Services)
{
if (service.Value.Enabler != null)
{
var serviceFlagEnabler = service.Value.Enabler as EditorGameServiceFlagEnabler;
if (serviceFlagEnabler != null)
{
serviceFlagEnabler.InternalDisableLocalSettings();
}
else
{
service.Value.Enabler.Disable();
}
}
}
}
internal static bool TryGetServiceFromType(Type type, out IEditorGameService service)
{
var output = false;
service = null;
try
{
service = (IEditorGameService)Activator.CreateInstance(type);
output = IsIdentifierValid(service);
}
catch (MissingMethodException)
{
output = false;
}
if (!output)
{
service = null;
}
return output;
}
internal static bool IsIdentifierValid(IEditorGameService editorGameService)
{
if (editorGameService.Identifier == null)
{
throw new NoNullAllowedException($"The Identifier for the service {editorGameService.Name} is null. Cannot register the service.");
}
if (string.IsNullOrEmpty(editorGameService.Identifier.GetKey()))
{
throw new ArgumentException($"The Identifier key for the service {editorGameService.Name} is null or empty. Cannot register the service.");
}
return true;
}
internal void RegisterService(IEditorGameService editorGameService)
{
if (IsIdentifierValid(editorGameService))
{
if (Services.ContainsKey(editorGameService.Identifier.GetKey()))
{
throw new DuplicateNameException($"The Identifier key {editorGameService.Identifier.GetKey()} already exists in the registry. Cannot register the service.");
}
else
{
Services.Add(editorGameService.Identifier.GetKey(), editorGameService);
}
}
}
/// <summary>
/// Get the instance of a <see cref="IEditorGameService"/> type.
/// </summary>
/// <param name="serviceIdentifier">The identifier for a service</param>
/// <returns>Return the instance of the given <see cref="IEditorGameService"/> type if it has been registered.</returns>
public IEditorGameService GetEditorGameService<TIdentifier>()
where TIdentifier : struct, IEditorGameServiceIdentifier
{
IEditorGameService output = null;
var serviceIdentifier = new TIdentifier();
if (Services.ContainsKey(serviceIdentifier.GetKey()))
{
output = Services[serviceIdentifier.GetKey()];
}
return output;
}
}
}