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