using System; using UnityEngine; namespace Unity.VisualScripting { /* Implementation note: * Using an abstract base class works as a type unification workaround. * https://stackoverflow.com/questions/22721763 * https://stackoverflow.com/a/7664919 * * However, this forces us to use concrete classes for connections * instead of interfaces. In other words, no IControlConnection / IValueConnection. * If we did use interfaces, there would be ambiguity that needs to be resolved * at every reference to the source or destination. * * However, using a disambiguator hack seems to confuse even recent Mono runtime versions of Unity * and breaks its vtable. Sometimes, method pointers are just plain wrong. * I'm guessing this is specifically due to InvalidConnection, which actually * does unify the types; what the C# warning warned about. * https://stackoverflow.com/q/50051657/154502 * * THEREFORE, IUnitConnection has to be implemented at the concrete class level, * because at that point the type unification warning is moot, because the type arguments are * provided. */ public abstract class UnitConnection : GraphElement, IConnection where TSourcePort : class, IUnitOutputPort where TDestinationPort : class, IUnitInputPort { [Obsolete(Serialization.ConstructorWarning)] protected UnitConnection() { } protected UnitConnection(TSourcePort source, TDestinationPort destination) { Ensure.That(nameof(source)).IsNotNull(source); Ensure.That(nameof(destination)).IsNotNull(destination); if (source.unit.graph != destination.unit.graph) { throw new NotSupportedException("Cannot create connections across graphs."); } if (source.unit == destination.unit) { throw new InvalidConnectionException("Cannot create connections on the same unit."); } sourceUnit = source.unit; sourceKey = source.key; destinationUnit = destination.unit; destinationKey = destination.key; } public virtual IGraphElementDebugData CreateDebugData() { return new UnitConnectionDebugData(); } #region Ports [Serialize] protected IUnit sourceUnit { get; private set; } [Serialize] protected string sourceKey { get; private set; } [Serialize] protected IUnit destinationUnit { get; private set; } [Serialize] protected string destinationKey { get; private set; } [DoNotSerialize] public abstract TSourcePort source { get; } [DoNotSerialize] public abstract TDestinationPort destination { get; } #endregion #region Dependencies public override int dependencyOrder => 1; public abstract bool sourceExists { get; } public abstract bool destinationExists { get; } protected void CopyFrom(UnitConnection source) { base.CopyFrom(source); } public override bool HandleDependencies() { // Replace the connection with an invalid connection if the ports are either missing or incompatible. // If the ports are missing, create invalid ports if required. var valid = true; IUnitOutputPort source; IUnitInputPort destination; if (!sourceExists) { if (!sourceUnit.invalidOutputs.Contains(sourceKey)) { sourceUnit.invalidOutputs.Add(new InvalidOutput(sourceKey)); } source = sourceUnit.invalidOutputs[sourceKey]; valid = false; } else { source = this.source; } if (!destinationExists) { if (!destinationUnit.invalidInputs.Contains(destinationKey)) { destinationUnit.invalidInputs.Add(new InvalidInput(destinationKey)); } destination = destinationUnit.invalidInputs[destinationKey]; valid = false; } else { destination = this.destination; } if (!source.CanValidlyConnectTo(destination)) { valid = false; } if (!valid && source.CanInvalidlyConnectTo(destination)) { source.InvalidlyConnectTo(destination); Debug.LogWarning($"Could not load connection between '{source.key}' of '{sourceUnit}' and '{destination.key}' of '{destinationUnit}'."); } return valid; } #endregion } }