MessageManager.cs 5.4 KB

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  1. using System.Collections.Generic;
  2. using System.Text;
  3. using UnityEditor.Rendering;
  4. using UnityEditor.ShaderGraph;
  5. using UnityEngine;
  6. namespace UnityEditor.Graphing.Util
  7. {
  8. class MessageManager
  9. {
  10. protected Dictionary<object, Dictionary<Identifier, List<ShaderMessage>>> m_Messages =
  11. new Dictionary<object, Dictionary<Identifier, List<ShaderMessage>>>();
  12. Dictionary<Identifier, List<ShaderMessage>> m_Combined = new Dictionary<Identifier, List<ShaderMessage>>();
  13. public bool nodeMessagesChanged { get; private set; }
  14. Dictionary<Identifier, List<ShaderMessage>> m_FoundMessages;
  15. public void AddOrAppendError(object errorProvider, Identifier nodeId, ShaderMessage error)
  16. {
  17. if (!m_Messages.TryGetValue(errorProvider, out var messages))
  18. {
  19. messages = new Dictionary<Identifier, List<ShaderMessage>>();
  20. m_Messages[errorProvider] = messages;
  21. }
  22. List<ShaderMessage> messageList;
  23. if (messages.TryGetValue(nodeId, out messageList))
  24. {
  25. messageList.Add(error);
  26. }
  27. else
  28. {
  29. messages[nodeId] = new List<ShaderMessage>() {error};
  30. }
  31. nodeMessagesChanged = true;
  32. }
  33. // Sort messages so errors come before warnings in the list
  34. static int CompareMessages(ShaderMessage m1, ShaderMessage m2)
  35. {
  36. return m1.severity > m2.severity ? 1 : m2.severity > m1.severity ? -1 : 0;
  37. }
  38. public IEnumerable<KeyValuePair<Identifier, List<ShaderMessage>>> GetNodeMessages()
  39. {
  40. var fixedNodes = new List<Identifier>();
  41. m_Combined.Clear();
  42. foreach (var messageMap in m_Messages)
  43. {
  44. foreach (var messageList in messageMap.Value)
  45. {
  46. if (!m_Combined.TryGetValue(messageList.Key, out var foundList))
  47. {
  48. foundList = new List<ShaderMessage>();
  49. m_Combined.Add(messageList.Key, foundList);
  50. }
  51. foundList.AddRange(messageList.Value);
  52. if (messageList.Value.Count == 0)
  53. {
  54. fixedNodes.Add(messageList.Key);
  55. }
  56. }
  57. // If all the messages from a provider for a node are gone,
  58. // we can now remove it from the list since that will be reported in m_Combined
  59. fixedNodes.ForEach(nodeId => messageMap.Value.Remove(nodeId));
  60. }
  61. foreach (var nodeList in m_Combined)
  62. {
  63. nodeList.Value.Sort(CompareMessages);
  64. }
  65. nodeMessagesChanged = false;
  66. return m_Combined;
  67. }
  68. public void RemoveNode(Identifier nodeId)
  69. {
  70. foreach (var messageMap in m_Messages)
  71. {
  72. nodeMessagesChanged |= messageMap.Value.Remove(nodeId);
  73. }
  74. }
  75. public void ClearAllFromProvider(object messageProvider)
  76. {
  77. if (m_Messages.TryGetValue(messageProvider, out m_FoundMessages))
  78. {
  79. foreach (var messageList in m_FoundMessages)
  80. {
  81. nodeMessagesChanged |= messageList.Value.Count > 0;
  82. messageList.Value.Clear();
  83. }
  84. m_FoundMessages = null;
  85. }
  86. }
  87. public void ClearNodesFromProvider(object messageProvider, IEnumerable<AbstractMaterialNode> nodes)
  88. {
  89. if (m_Messages.TryGetValue(messageProvider, out m_FoundMessages))
  90. {
  91. foreach (var node in nodes)
  92. {
  93. if (m_FoundMessages.TryGetValue(node.tempId, out var messages))
  94. {
  95. nodeMessagesChanged |= messages.Count > 0;
  96. messages.Clear();
  97. }
  98. }
  99. }
  100. }
  101. public void ClearAll()
  102. {
  103. m_Messages.Clear();
  104. m_Combined.Clear();
  105. nodeMessagesChanged = false;
  106. }
  107. void DebugPrint()
  108. {
  109. StringBuilder output = new StringBuilder("MessageMap:\n");
  110. foreach (var messageMap in m_Messages)
  111. {
  112. output.AppendFormat("\tFrom Provider {0}:\n", messageMap.Key.GetType());
  113. foreach (var messageList in messageMap.Value)
  114. {
  115. output.AppendFormat("\t\tNode {0} has {1} messages:\n", messageList.Key.index, messageList.Value.Count);
  116. foreach (var message in messageList.Value)
  117. {
  118. output.AppendFormat("\t\t\t{0}\n", message.message);
  119. }
  120. }
  121. }
  122. Debug.Log(output.ToString());
  123. }
  124. public static void Log(AbstractMaterialNode node, string path, ShaderMessage message, Object context)
  125. {
  126. var errString = $"{message.severity} in Graph at {path} at node {node.name}: {message.message}";
  127. if (message.severity == ShaderCompilerMessageSeverity.Error)
  128. {
  129. Debug.LogError(errString, context);
  130. }
  131. else
  132. {
  133. Debug.LogWarning(errString, context);
  134. }
  135. }
  136. }
  137. }