Use reactive render splat viewport source
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2 changed files with 64 additions and 6 deletions
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@ -7442,6 +7442,30 @@ static void RequireUnityViewportAndMapReadsUseManagedAccessors(string root)
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string.Join(", ", offenders));
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}
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var renderSplatViewportSource = File.ReadAllText(Path.Combine(
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root,
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"Assets",
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"Scripts",
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"Gameplay",
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"AetheriaUnityRenderSplatViewportSource.cs"));
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var requiredRenderSplatViewportSourceSymbols = new[]
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{
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"CultMeshReactiveDocument<AetheriaRuntimeRenderSplatsViewportDocument> _renderSplatsViewport",
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".ReactiveRenderSplats(viewport)",
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"_renderSplatsViewport?.Current",
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"ClearViewportDocument()"
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};
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var missingRenderSplatViewportSourceSymbols = requiredRenderSplatViewportSourceSymbols
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.Where(symbol => !renderSplatViewportSource.Contains(symbol, StringComparison.Ordinal))
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.ToArray();
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if (missingRenderSplatViewportSourceSymbols.Length > 0 ||
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renderSplatViewportSource.Contains(".LatestRenderSplats(", StringComparison.Ordinal))
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{
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throw new InvalidOperationException(
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"AetheriaUnityRenderSplatViewportSource must keep a managed reactive render-splats viewport document instead of polling latest snapshots: " +
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string.Join(", ", missingRenderSplatViewportSourceSymbols));
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}
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Console.WriteLine("Viewport and map document accessors: Unity reads map, contact, viewport, and current-entity state through named managed accessors");
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}
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