Cut 2 of docs/addressables-cut.md. The asset move (git mv
Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the
UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a
concurrent session sharing this working tree; this commit is the rest
of Cut 2 landing on top of that shared state, atomically:
- Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both
45c2f40) in Packages/manifest.json, packages-lock.json and
Directory.Build.props, together with the 8 ServerShared
[CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] -
the .NET and Unity sides move together or nothing compiles.
- Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an
Addressables key (bare GUID or guid[subAsset]) synchronously,
loading the GameObject and taking the component for the four sites
that load a component. ActionBarSlot, EntityInstance, ShipInstance
and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the
inline "Assets/Resources/" prefix strips are gone with them.
CultCacheDrawers' schematic preview goes through
AssetDatabase.GUIDToAssetPath first.
- Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored
[CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file,
is addressable, and satisfies its member's consumer-type contract
(Texture2D for icons/logos/schematics, a GameObject with the right
component for prefabs) - table-driven, so an attributed member with
no row fails loudly instead of being skipped.
- GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the
pinned CultLib revision, a throwaway console app, never landed)
walked all 138 attributed field slots across 180 documents,
rewriting the 30 non-empty Resources paths to their .meta GUIDs -
108 stayed empty, 0 unresolved, matching the map's census exactly.
Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green
against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean;
EngineAssetCheck.Run passes all 30 stored references; the map's
negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong
type, non-addressable, random guid, an old path, and an untabled
attributed member) are all caught and named, the control case and the
post-revert recompile stay clean, and the catalog/source are restored
byte-identical afterward.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
50 lines
2.1 KiB
C#
50 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using GameCult.Caching;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using Object = UnityEngine.Object;
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// Turns a CultCache-stored Addressables key (bare GUID, or "guid[subAssetName]" for a sub-asset;
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// see CultAssetGuidKey and docs/addressables-cut.md Ruling S) into a loaded asset. Replaces
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// UnityHelpers.LoadAsset, which stripped an "Assets/Resources/" path prefix; there is no path to
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// strip any more; the catalog names the asset by its stable .meta GUID and Addressables resolves
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// it, in editor play mode and in a built player alike. Owns one Addressables handle per (key,
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// type) for the process lifetime; nothing here releases a handle, which is the lifetime
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// Resources.Load had. All call sites are synchronous construction paths that Instantiate at once,
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// so loading stays synchronous (WaitForCompletion) rather than reordering entity construction.
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public static class EngineAssets
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{
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private static readonly Dictionary<(string Key, Type Type), Object> Cache = new Dictionary<(string, Type), Object>();
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public static T Load<T>(string key) where T : Object
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{
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if (string.IsNullOrEmpty(key)) return null;
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var cacheKey = (key, typeof(T));
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if (Cache.TryGetValue(cacheKey, out var cached)) return cached as T;
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T asset;
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if (typeof(Component).IsAssignableFrom(typeof(T)))
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{
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// Addressables cannot load a component directly: load the GameObject and take it from there.
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var handle = Addressables.LoadAssetAsync<GameObject>(key);
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var gameObject = handle.WaitForCompletion();
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asset = gameObject == null ? null : gameObject.GetComponent<T>();
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}
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else
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{
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var handle = Addressables.LoadAssetAsync<T>(key);
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asset = handle.WaitForCompletion();
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}
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if (asset == null)
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{
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Debug.LogError($"EngineAssets: failed to load {typeof(T).Name} for Addressables key \"{key}\"");
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return null;
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}
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Cache[cacheKey] = asset;
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return asset;
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}
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}
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