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Copy pathSerializedFileSQLiteWriter.cs
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Copy pathSerializedFileSQLiteWriter.cs
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481 lines (423 loc) · 21.8 KB
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using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using Microsoft.Data.Sqlite;
using UnityDataTools.Analyzer.SQLite.Commands.SerializedFile;
using UnityDataTools.Analyzer.SQLite.Handlers;
using UnityDataTools.Analyzer.Util;
using UnityDataTools.BinaryFormat;
using UnityDataTools.FileSystem;
using UnityDataTools.FileSystem.TypeTreeReaders;
namespace UnityDataTools.Analyzer.SQLite.Writers;
public class SerializedFileSQLiteWriter : IDisposable
{
private HashSet<int> m_TypeSet = new();
private int m_CurrentArchiveId = -1;
private int m_NextArchiveId = 0;
private bool m_SkipReferences;
private bool m_SkipCrc;
// Global id assignment shared across every serialized file in the database.
// m_SerializedFileIdProvider maps a serialized file (by lowercased file name) to its
// serialized_files row id; m_ObjectIdProvider maps a (serialized file id, pathId) pair to
// its objects row id. See ObjectIdProvider for how cross-file references are resolved.
private IdProvider<string> m_SerializedFileIdProvider = new();
private ObjectIdProvider m_ObjectIdProvider = new();
// The refs table stores ids into these deduplicated string tables instead of repeating the
// property path/type strings on every row. Ids are assigned lazily and are global across all
// files; the HashSets track which ids have already had their lookup row written.
private IdProvider<string> m_PropertyPathIdProvider = new();
private IdProvider<string> m_PropertyTypeIdProvider = new();
private HashSet<int> m_PropertyPathSet = new();
private HashSet<int> m_PropertyTypeSet = new();
// Detects the SerializedFiles of a BuildPipeline.BuildAssetBundles scene bundle
// ("BuildPlayer-<SceneName>") and captures the scene name. Scene bundles from the Scriptable
// Build Pipeline / Addressables instead use "CAB-<hash>" / "CAB-<hash>.sharedAssets" and are
// handled by the .sharedAssets branch in WriteSerializedFile plus AssetBundleHandler.
// Player-build scenes ("level0", ...) have no scene object; their PreloadData dependencies are
// attributed to the PreloadData object itself (PreloadDataHandler).
private Regex m_RegexSceneFile = new(@"BuildPlayer-([^\.]+)(?:\.sharedAssets)?");
// Rebuilt for each serialized file: maps a PPtr's local m_FileID (0 = this file, 1..N = an
// entry in this file's external reference table) to the global serialized file id. A PPtr's
// (m_FileID, m_PathID) is only meaningful within its own file, so it must be translated
// through this map before being handed to m_ObjectIdProvider.
Dictionary<int, int> m_LocalToDbFileId = new();
private Dictionary<string, ISQLiteHandler> m_Handlers = new()
{
{ "Mesh", new MeshHandler() },
{ "Texture2D", new Texture2DHandler() },
{ "Shader", new ShaderHandler() },
{ "AudioClip", new AudioClipHandler() },
{ "AnimationClip", new AnimationClipHandler() },
{ "AssetBundle", new AssetBundleHandler() },
{ "PreloadData", new PreloadDataHandler() },
{ "MonoScript", new MonoScriptHandler() },
{ "BuildReport", new BuildReportHandler() },
{ "PackedAssets", new PackedAssetsHandler() },
};
// serialized files
private AddReference m_AddReferenceCommand = new AddReference();
private AddPropertyName m_AddPropertyNameCommand = new AddPropertyName();
private AddPropertyType m_AddPropertyTypeCommand = new AddPropertyType();
private AddArchive m_AddArchiveCommand = new AddArchive();
private AddSerializedFile m_AddSerializedFileCommand = new AddSerializedFile();
private AddObject m_AddObjectCommand = new AddObject();
private AddType m_AddTypeCommand = new AddType();
private AddPreloadDependency m_InsertDepCommand = new AddPreloadDependency();
private AddDanglingRef m_AddDanglingRefCommand = new AddDanglingRef();
private bool m_Initialized;
private SqliteConnection m_Database;
private SqliteCommand m_LastId = new SqliteCommand();
private SqliteTransaction m_CurrentTransaction = null;
public SerializedFileSQLiteWriter(SqliteConnection database, bool skipReferences, bool skipCrc)
{
m_Initialized = false;
m_Database = database;
m_SkipReferences = skipReferences;
m_SkipCrc = skipCrc;
}
public void Init()
{
if (m_Initialized)
return;
m_Initialized = true;
foreach (var handler in m_Handlers.Values)
{
handler.Init(m_Database);
}
CreateSQLiteCommands();
}
private void CreateSQLiteCommands()
{
// build serialized file commands
m_AddReferenceCommand.CreateCommand(m_Database);
m_AddPropertyNameCommand.CreateCommand(m_Database);
m_AddPropertyTypeCommand.CreateCommand(m_Database);
m_AddArchiveCommand.CreateCommand(m_Database);
m_AddSerializedFileCommand.CreateCommand(m_Database);
m_AddObjectCommand.CreateCommand(m_Database);
m_AddTypeCommand.CreateCommand(m_Database);
m_InsertDepCommand.CreateCommand(m_Database);
m_AddDanglingRefCommand.CreateCommand(m_Database);
m_LastId = m_Database.CreateCommand();
m_LastId.CommandText = "SELECT last_insert_rowid()";
}
public void BeginArchive(string name, long size)
{
if (m_CurrentArchiveId != -1)
{
throw new InvalidOperationException("SQLWriter.BeginArchive called twice");
}
m_CurrentArchiveId = m_NextArchiveId++;
m_AddArchiveCommand.SetValue("id", m_CurrentArchiveId);
m_AddArchiveCommand.SetValue("name", name);
m_AddArchiveCommand.SetValue("file_size", size);
m_AddArchiveCommand.ExecuteNonQuery();
}
public void EndArchive()
{
if (m_CurrentArchiveId == -1)
{
throw new InvalidOperationException("SQLWriter.EndArchive called before SQLWriter.BeginArchive");
}
m_CurrentArchiveId = -1;
}
public void WriteSerializedFile(string relativePath, string fullPath, string containingFolder)
{
// A file without TypeTrees can only be opened when its types exactly match this build of
// UnityFileSystemApi. Handing such a file to the native loader produces misleading version
// mismatch errors and can crash the process, so detect and reject it up front. The native
// VFS path here may be a real file or an entry inside a mounted archive.
using (var detectStream = new UnityFileStream(fullPath))
{
if (SerializedFileDetector.IsMissingTypeTrees(detectStream))
throw new SerializedFileOpenException(fullPath, missingTypeTrees: true);
}
using var sf = UnityFileSystem.OpenSerializedFile(fullPath);
using var reader = new UnityFileReader(fullPath, 64 * 1024 * 1024);
using var pptrReader = new PPtrAndCrcProcessor(sf, reader, containingFolder, m_SkipCrc, AddReference);
int serializedFileId = m_SerializedFileIdProvider.GetId(Path.GetFileName(fullPath).ToLowerInvariant());
int sceneId = -1;
using var transaction = m_Database.BeginTransaction();
m_CurrentTransaction = transaction;
// A scene has no single Unity object to represent it, yet a scene bundle lists the scene
// (by its .unity path) as the bundle's asset and its preloads need something to hang off
// of. So for scene bundles we synthesize one "Scene" object per scene, keyed on the
// scene's SerializedFile so every place that references it computes the same id. It is the
// target of the assetbundle_assets row (AssetBundleHandler) and of the scene's preload
// dependencies (the content loop below and PreloadDataHandler).
var match = m_RegexSceneFile.Match(relativePath);
if (match.Success)
{
// BuildPipeline.BuildAssetBundles scene bundle. The scene name comes from the file name
// itself, and the scene object is keyed on that name (AssetBundleHandler matches it
// from the "<sceneName>.unity" container entry).
var sceneName = match.Groups[1].Value;
var sceneFileId = m_SerializedFileIdProvider.GetId(sceneName);
sceneId = m_ObjectIdProvider.GetId((sceneFileId, 0));
// There are 2 SerializedFiles per Scene, one ends with .sharedAssets. This is a
// dirty trick to avoid inserting the scene object a second time.
if (relativePath.EndsWith(".sharedAssets"))
{
m_AddObjectCommand.SetTransaction(transaction);
m_AddObjectCommand.SetValue("game_object", ""); // or other value
m_AddObjectCommand.SetValue("id", sceneId);
m_AddObjectCommand.SetValue("object_id", 0);
m_AddObjectCommand.SetValue("serialized_file", serializedFileId);
// The type is set to -1 which doesn't exist in Unity, but is associated to
// "Scene" in the database.
m_AddObjectCommand.SetValue("type", -1);
m_AddObjectCommand.SetValue("name", sceneName);
m_AddObjectCommand.SetValue("size", 0);
m_AddObjectCommand.SetValue("crc32", 0);
m_AddObjectCommand.ExecuteNonQuery();
}
}
else if (Path.GetFileName(fullPath).EndsWith(".sharedAssets", StringComparison.OrdinalIgnoreCase))
{
// Scriptable Build Pipeline / Addressables scene bundle: a scene's shared-assets file is
// "<sceneFile>.sharedAssets" (e.g. "CAB-<hash>.sharedAssets"). Resolve the scene object
// id from the scene file name so the content loop below and PreloadDataHandler attach
// the scene's dependencies to it. Unlike the BuildPipeline case above, the Scene object
// itself (and its readable name) is created by AssetBundleHandler, which gets the scene
// path -> file mapping from the AssetBundle object's m_SceneHashes.
var fileName = Path.GetFileName(fullPath);
var sceneFileName = fileName.Substring(0, fileName.Length - ".sharedAssets".Length);
var sceneFileId = m_SerializedFileIdProvider.GetId(sceneFileName.ToLowerInvariant());
sceneId = m_ObjectIdProvider.GetId((sceneFileId, 0));
}
m_LocalToDbFileId.Clear();
Context ctx = new()
{
ArchiveId = m_CurrentArchiveId,
SerializedFileId = serializedFileId,
SceneId = sceneId,
ObjectIdProvider = m_ObjectIdProvider,
SerializedFileIdProvider = m_SerializedFileIdProvider,
LocalToDbFileId = m_LocalToDbFileId,
Transaction = transaction,
};
ctx.Transaction = transaction;
try
{
m_AddSerializedFileCommand.SetTransaction(transaction);
m_AddSerializedFileCommand.SetValue("id", serializedFileId);
m_AddSerializedFileCommand.SetValue("archive", m_CurrentArchiveId == -1 ? "" : m_CurrentArchiveId);
m_AddSerializedFileCommand.SetValue("name", relativePath);
m_AddSerializedFileCommand.ExecuteNonQuery();
// Local file id 0 is always this file itself; ids 1..N follow the order of the
// external reference table. Resolve each external reference to its global file id
// by (lowercased) file name.
int localId = 0;
m_LocalToDbFileId.Add(localId++, serializedFileId);
foreach (var extRef in sf.ExternalReferences)
{
m_LocalToDbFileId.Add(localId++,
m_SerializedFileIdProvider.GetId(extRef.Path.Substring(extRef.Path.LastIndexOf('/') + 1).ToLowerInvariant()));
}
foreach (var obj in sf.Objects)
{
// serializedFileId is already this file's global id, so no LocalToDbFileId
// translation is needed for the file's own objects; obj.Id is the pathId.
var currentObjectId = m_ObjectIdProvider.GetId((serializedFileId, obj.Id));
var root = sf.GetTypeTreeRoot(obj.Id);
var offset = obj.Offset;
uint crc32 = 0;
if (!m_TypeSet.Contains(obj.TypeId))
{
m_AddTypeCommand.SetTransaction(transaction);
m_AddTypeCommand.SetValue("id", obj.TypeId);
m_AddTypeCommand.SetValue("name", root.Type);
m_AddTypeCommand.ExecuteNonQuery();
m_TypeSet.Add(obj.TypeId);
}
var randomAccessReader = new RandomAccessReader(sf, root, reader, offset);
string name = string.Empty;
long streamDataSize = 0;
if (m_Handlers.TryGetValue(root.Type, out var handler))
{
handler.Process(ctx, currentObjectId, randomAccessReader,
out name, out streamDataSize);
}
else if (randomAccessReader.HasChild("m_Name"))
{
name = randomAccessReader["m_Name"].GetValue<string>();
}
// Resolve m_GameObject to its analyzer object id for the game_object column, but only
// when the PPtr is non-null. A null PPtr (m_FileID 0 and m_PathID 0) is expected for
// any object that is not a component; resolving it would allocate a phantom id for a
// (file, 0) object that never exists and then surface as a bogus dangling ref.
object gameObject = "";
if (randomAccessReader.HasChild("m_GameObject"))
{
var pptr = randomAccessReader["m_GameObject"];
var gameObjectFileId = pptr["m_FileID"].GetValue<int>();
var gameObjectPathId = pptr["m_PathID"].GetValue<long>();
if (gameObjectFileId != 0 || gameObjectPathId != 0)
{
gameObject = m_ObjectIdProvider.GetId((m_LocalToDbFileId[gameObjectFileId], gameObjectPathId));
}
}
m_AddObjectCommand.SetValue("game_object", gameObject);
// The walk both extracts references and accumulates the CRC, so it is needed
// unless both are disabled. When CRC is on but references are off, the walk
// still resolves referenced object ids (AddReference skips the insert).
if (!m_SkipReferences || !m_SkipCrc)
{
crc32 = pptrReader.Process(currentObjectId, offset, root);
}
// convert this to the new syntax
m_AddObjectCommand.SetTransaction(transaction);
m_AddObjectCommand.SetValue("id", currentObjectId);
m_AddObjectCommand.SetValue("object_id", obj.Id);
m_AddObjectCommand.SetValue("serialized_file", serializedFileId);
m_AddObjectCommand.SetValue("type", obj.TypeId);
m_AddObjectCommand.SetValue("name", name);
m_AddObjectCommand.SetValue("size", obj.Size + streamDataSize);
m_AddObjectCommand.SetValue("crc32", crc32);
m_AddObjectCommand.ExecuteNonQuery();
// If this is a Scene AssetBundle, add the object as a depencency of the
// current scene.
if (ctx.SceneId != -1)
{
m_InsertDepCommand.SetTransaction(transaction);
m_InsertDepCommand.SetValue("object", ctx.SceneId);
m_InsertDepCommand.SetValue("dependency", currentObjectId);
m_InsertDepCommand.ExecuteNonQuery();
}
}
transaction.Commit();
}
catch (Exception)
{
transaction.Rollback();
throw;
}
}
// Records every referenced object that was assigned an id but never written to the objects
// table (its serialized file was not part of the analyzed input). Must run after all files are
// processed, since an id is only known to be dangling once nothing has claimed it as an object.
// The set of written objects/files is read back from the database so this is robust to every
// object write site (regular objects, synthetic Scene objects, etc.) without instrumenting them.
public void FinalizeDatabase()
{
// Dangling refs are part of reference tracking, so honor --skip-references (the view that
// makes them useful joins the refs table, which is empty in that mode anyway).
if (!m_Initialized || m_SkipReferences)
return;
var writtenObjectIds = ReadIntSet("SELECT id FROM objects");
var writtenFileIds = ReadIntSet("SELECT id FROM serialized_files");
// Invert the file-name provider so a dangling target's file id maps back to its name.
var fileIdToName = new Dictionary<int, string>();
foreach (var entry in m_SerializedFileIdProvider.Entries)
fileIdToName[entry.Value] = entry.Key;
using var transaction = m_Database.BeginTransaction();
try
{
foreach (var entry in m_ObjectIdProvider.Entries)
{
var objectId = entry.Value;
if (writtenObjectIds.Contains(objectId))
continue;
var (fileId, pathId) = entry.Key;
// Ensure the (un-analyzed) target file has a serialized_files row so the dangling
// ref can name it. We have to put null for archive - even if the target file is inside an AssetBundle
// or other archive file, because we simply don't have that information. This is fundamental to
// how references work in Unity.
if (writtenFileIds.Add(fileId))
{
m_AddSerializedFileCommand.SetTransaction(transaction);
m_AddSerializedFileCommand.SetValue("id", fileId);
m_AddSerializedFileCommand.SetValue("archive", null);
m_AddSerializedFileCommand.SetValue("name",
fileIdToName.TryGetValue(fileId, out var name) ? name : "");
m_AddSerializedFileCommand.ExecuteNonQuery();
}
m_AddDanglingRefCommand.SetTransaction(transaction);
m_AddDanglingRefCommand.SetValue("id", objectId);
m_AddDanglingRefCommand.SetValue("object_id", pathId);
m_AddDanglingRefCommand.SetValue("serialized_file", fileId);
m_AddDanglingRefCommand.ExecuteNonQuery();
}
transaction.Commit();
}
catch (Exception)
{
transaction.Rollback();
throw;
}
}
private HashSet<int> ReadIntSet(string sql)
{
var result = new HashSet<int>();
using var command = m_Database.CreateCommand();
command.CommandText = sql;
using var reader = command.ExecuteReader();
while (reader.Read())
result.Add(reader.GetInt32(0));
return result;
}
// Callback from PPtrAndCrcProcessor for each reference discovered in the SerializedFile
private int AddReference(long objectId, int fileId, long pathId, string propertyPath, string propertyType)
{
// Always resolve the id so the CRC stays stable; only persist the row when references
// are being extracted.
var referencedObjectId = m_ObjectIdProvider.GetId((m_LocalToDbFileId[fileId], pathId));
if (!m_SkipReferences)
{
var propertyPathId = GetPropertyPathId(propertyPath);
var propertyTypeId = GetPropertyTypeId(propertyType);
m_AddReferenceCommand.SetTransaction(m_CurrentTransaction);
m_AddReferenceCommand.SetValue("object", objectId);
m_AddReferenceCommand.SetValue("referenced_object", referencedObjectId);
m_AddReferenceCommand.SetValue("property_path", propertyPathId);
m_AddReferenceCommand.SetValue("property_type", propertyTypeId);
m_AddReferenceCommand.ExecuteNonQuery();
}
return referencedObjectId;
}
// Resolve a property path/type string to its id, writing the lookup row the first time the
// string is seen. Called within the current transaction (references are being extracted).
private int GetPropertyPathId(string propertyPath)
{
var id = m_PropertyPathIdProvider.GetId(propertyPath);
if (m_PropertyPathSet.Add(id))
{
m_AddPropertyNameCommand.SetTransaction(m_CurrentTransaction);
m_AddPropertyNameCommand.SetValue("id", id);
m_AddPropertyNameCommand.SetValue("name", propertyPath);
m_AddPropertyNameCommand.ExecuteNonQuery();
}
return id;
}
private int GetPropertyTypeId(string propertyType)
{
var id = m_PropertyTypeIdProvider.GetId(propertyType);
if (m_PropertyTypeSet.Add(id))
{
m_AddPropertyTypeCommand.SetTransaction(m_CurrentTransaction);
m_AddPropertyTypeCommand.SetValue("id", id);
m_AddPropertyTypeCommand.SetValue("name", propertyType);
m_AddPropertyTypeCommand.ExecuteNonQuery();
}
return id;
}
public void Dispose()
{
foreach (var handler in m_Handlers.Values)
{
handler.Dispose();
}
// Serialized file dispose calls
m_AddArchiveCommand.Dispose();
m_AddSerializedFileCommand.Dispose();
m_AddReferenceCommand.Dispose();
m_AddPropertyNameCommand.Dispose();
m_AddPropertyTypeCommand.Dispose();
m_AddObjectCommand.Dispose();
m_AddTypeCommand.Dispose();
m_InsertDepCommand.Dispose();
m_AddDanglingRefCommand.Dispose();
m_LastId.Dispose();
}
}