forked from BilalY/Rasagar
216 lines
8.3 KiB
C#
216 lines
8.3 KiB
C#
using System;
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using System.IO;
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using UnityEngine;
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namespace UnityEditor.SettingsManagement
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{
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/// <summary>
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/// Represents a settings repository that stores data serialized to a JSON file.
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/// </summary>
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[Serializable]
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public class FileSettingsRepository : ISettingsRepository
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{
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/// <summary>
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/// Location of where the package settings are saved under the `ProjectSettings` directory.
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/// </summary>
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/// <returns>The folder where package settings are saved under the `ProjectSettings` directory.</returns>
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protected const string k_PackageSettingsDirectory = "ProjectSettings/Packages";
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/// <summary>
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/// Location of where the package settings are saved under the `UserSettings` directory.
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/// </summary>
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/// <returns>Per-project user settings directory. </returns>
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protected const string k_UserProjectSettingsDirectory = "UserSettings/Packages";
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const bool k_PrettyPrintJson = true;
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bool m_Initialized;
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string m_Path;
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[SerializeField]
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SettingsDictionary m_Dictionary = new SettingsDictionary();
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Hash128 m_JsonHash;
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/// <summary>
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/// Initializes and returns an instance of the FileSettingsRepository
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/// with the serialized data location set to the specified path.
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/// </summary>
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/// <param name="path">The project-relative path to save settings to.</param>
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public FileSettingsRepository(string path)
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{
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m_Path = path;
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m_Initialized = false;
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AssemblyReloadEvents.beforeAssemblyReload += Save;
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EditorApplication.quitting += Save;
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}
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void Init()
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{
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if (m_Initialized)
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return;
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m_Initialized = true;
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if (TryLoadSavedJson(out string json))
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{
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m_Dictionary = null;
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m_JsonHash = Hash128.Compute(json);
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EditorJsonUtility.FromJsonOverwrite(json, this);
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}
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if (m_Dictionary == null)
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m_Dictionary = new SettingsDictionary();
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}
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/// <summary>
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/// Sets the <see cref="SettingsScope"/> this repository applies to.
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/// </summary>
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/// <remarks>
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/// By default, this repository implementation is relevant to the Project scope, but any implementations
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/// that override this method can choose to store this serialized data at a user scope instead.
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/// </remarks>
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/// <value>
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/// <see cref="SettingsScope.Project"/>, meaning that this setting applies to project settings (the default);
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/// or <see cref="SettingsScope.User"/>, meaning that this setting applies to user preferences.
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/// </value>
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/// <seealso cref="ISettingsRepository.scope"/>
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public virtual SettingsScope scope => SettingsScope.Project;
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/// <summary>
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/// Gets the full path to the file containing the serialized settings data.
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/// </summary>
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/// <value>The location stored for this repository.</value>
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/// <seealso cref="ISettingsRepository.path"/>
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public string path
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{
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get { return m_Path; }
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}
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/// <summary>
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/// Sets the name of file containing the serialized settings data.
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/// </summary>
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/// <value>The bare filename of the settings file.</value>
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public string name => Path.GetFileNameWithoutExtension(path);
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/// <summary>
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/// Loads the JSON file that stores the values for this settings object.
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/// </summary>
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/// <param name="json">The full path to the JSON file to load.</param>
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/// <returns>True if the file exists; false if it doesn't.</returns>
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public bool TryLoadSavedJson(out string json)
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{
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json = string.Empty;
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if (!File.Exists(path))
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return false;
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json = File.ReadAllText(path);
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return true;
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}
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/// <summary>
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/// Saves all settings to their serialized state.
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/// </summary>
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/// <seealso cref="ISettingsRepository.Save"/>
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public void Save()
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{
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Init();
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if (!File.Exists(path))
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{
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var directory = Path.GetDirectoryName(path);
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if (string.IsNullOrEmpty(directory))
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{
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Debug.LogError(
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$"Settings file {name} is saved to an invalid path: {path}. Settings will not be saved.");
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return;
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}
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Directory.CreateDirectory(directory);
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}
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string json = EditorJsonUtility.ToJson(this, k_PrettyPrintJson);
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// While unlikely, a hash collision is possible. Always test the actual saved contents before early exit.
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if (m_JsonHash == Hash128.Compute(json)
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&& TryLoadSavedJson(out string existing)
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&& existing.Equals(json))
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return;
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#if UNITY_2019_3_OR_NEWER
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// AssetDatabase.IsOpenForEdit can be a very slow synchronous blocking call when Unity is connected to
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// Perforce Version Control. Especially if it's called repeatedly with every EditorGUI redraw.
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if (File.Exists(path) && !AssetDatabase.IsOpenForEdit(path))
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{
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if (!AssetDatabase.MakeEditable(path))
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{
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Debug.LogWarning($"Could not save package settings to {path}");
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return;
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}
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}
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#endif
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try
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{
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m_JsonHash = Hash128.Compute(json);
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File.WriteAllText(path, json);
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}
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catch (UnauthorizedAccessException)
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{
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Debug.LogWarning($"Could not save package settings to {path}");
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}
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}
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/// <summary>
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/// Sets a value for a settings entry with a matching key and type `T`.
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/// </summary>
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/// <param name="key">The key used to identify the settings entry.</param>
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/// <param name="value">The value to set. This value must be serializable.</param>
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/// <typeparam name="T">The type of value that this key points to.</typeparam>
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/// <seealso cref="ISettingsRepository.Set{T}"/>
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public void Set<T>(string key, T value)
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{
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Init();
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m_Dictionary.Set<T>(key, value);
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}
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/// <summary>
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/// Returns a value with key of type `T`, or the fallback value if no matching key is found.
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/// </summary>
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/// <param name="key">The key used to identify the settings entry.</param>
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/// <param name="fallback">Specify the value of type `T` to return if the entry can't be found.</param>
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/// <typeparam name="T">The type of value that this key points to.</typeparam>
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/// <returns>The settings value if a match is found; otherwise, it returns the default (fallback) value.</returns>
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/// <seealso cref="ISettingsRepository.Get{T}"/>
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public T Get<T>(string key, T fallback = default(T))
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{
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Init();
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return m_Dictionary.Get<T>(key, fallback);
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}
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/// <summary>
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/// Determines whether this repository contains a settings entry that matches the specified key and is of type `T`.
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/// </summary>
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/// <param name="key">The key used to identify the settings entry.</param>
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/// <typeparam name="T">The type of value that this key points to.</typeparam>
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/// <returns>True if a match is found for both key and type; false if no entry is found.</returns>
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/// <seealso cref="ISettingsRepository.ContainsKey{T}"/>
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public bool ContainsKey<T>(string key)
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{
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Init();
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return m_Dictionary.ContainsKey<T>(key);
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}
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/// <summary>
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/// Removes a key-value pair from the settings repository. This method identifies the settings entry to remove
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/// by matching the specified key for a value of type `T`.
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/// </summary>
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/// <param name="key">The key used to identify the settings entry.</param>
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/// <typeparam name="T">The type of value that this key points to.</typeparam>
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/// <seealso cref="ISettingsRepository.Remove{T}"/>
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public void Remove<T>(string key)
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{
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Init();
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m_Dictionary.Remove<T>(key);
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}
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}
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}
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