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use super::*;
impl Environment {
/// Load assets from a path (file or directory).
pub fn load<P: AsRef<Path>>(&mut self, path: P) -> Result<()> {
let path = path.as_ref();
if path.is_file() {
self.load_file(path)?;
} else if path.is_dir() {
self.load_directory(path)?;
}
Ok(())
}
/// Load a single file.
pub fn load_file<P: AsRef<Path>>(&mut self, path: P) -> Result<()> {
let path = path.as_ref();
// Check file extension to determine type
if let Some(ext) = path.extension() {
match ext.to_str() {
Some("asset") | Some("prefab") | Some("unity") | Some("meta") => {
match YamlDocument::load_yaml_with_warnings(path, false) {
Ok((doc, warnings)) => {
for w in warnings {
self.push_warning(EnvironmentWarning::YamlDocumentSkipped {
path: path.to_path_buf(),
doc_index: w.doc_index,
error: w.error,
});
}
self.yaml_documents.insert(path.to_path_buf(), doc);
}
Err(_) => {
// Some Unity projects can store `.asset`-like files in binary form.
// If YAML parsing fails, fall back to binary detection.
self.try_load_binary(path)?;
}
}
}
_ => {
// Best-effort binary detection for common build outputs.
self.try_load_binary(path)?;
}
}
} else {
// Some Unity outputs (especially streamed resources and certain build artifacts)
// can be extension-less. Attempt binary detection anyway.
self.try_load_binary(path)?;
}
Ok(())
}
fn try_load_binary(&mut self, path: &Path) -> Result<()> {
match load_unity_file(path) {
Ok(UnityFile::AssetBundle(bundle)) => {
let mut bundle = bundle;
if let Some(registry) = self.type_tree_registry.clone() {
for file in bundle.assets.iter_mut() {
file.set_type_tree_registry(Some(registry.clone()));
}
}
let source = BinarySource::path(path);
self.bundles.insert(source.clone(), bundle);
match self.bundle_container_cache.write() {
Ok(mut cache) => {
cache.remove(&source);
}
Err(e) => {
let mut cache = e.into_inner();
cache.remove(&source);
}
}
}
Ok(UnityFile::SerializedFile(asset)) => {
let mut asset = asset;
if let Some(registry) = self.type_tree_registry.clone() {
asset.set_type_tree_registry(Some(registry));
}
let source = BinarySource::path(path);
self.binary_assets.insert(source, asset);
match self.bundle_container_cache.write() {
Ok(mut cache) => cache.clear(),
Err(e) => e.into_inner().clear(),
}
}
Ok(UnityFile::WebFile(web)) => {
let web_path = path.to_path_buf();
self.webfiles.insert(web_path.clone(), web);
self.load_webfile_entries(&web_path)?;
}
Err(_) => {}
}
Ok(())
}
fn load_webfile_entries(&mut self, web_path: &PathBuf) -> Result<()> {
let web = self.webfiles.get(web_path).ok_or_else(|| {
UnityAssetError::format(format!("WebFile not loaded: {:?}", web_path))
})?;
let mut entry_names: Vec<String> = web.files.iter().map(|f| f.name.clone()).collect();
entry_names.sort();
entry_names.dedup();
for entry_name in entry_names {
let view = match web.extract_file_view(&entry_name) {
Ok(v) => v,
Err(_) => continue,
};
let Ok(parsed) =
load_unity_file_from_shared_range(view.backing_shared(), view.absolute_range())
else {
continue;
};
match parsed {
UnityFile::AssetBundle(bundle) => {
let mut bundle = bundle;
if let Some(registry) = self.type_tree_registry.clone() {
for file in bundle.assets.iter_mut() {
file.set_type_tree_registry(Some(registry.clone()));
}
}
let source = BinarySource::WebEntry {
web_path: web_path.clone(),
entry_name: entry_name.clone(),
};
self.bundles.insert(source.clone(), bundle);
match self.bundle_container_cache.write() {
Ok(mut cache) => {
cache.remove(&source);
}
Err(e) => {
let mut cache = e.into_inner();
cache.remove(&source);
}
}
}
UnityFile::SerializedFile(asset) => {
let mut asset = asset;
if let Some(registry) = self.type_tree_registry.clone() {
asset.set_type_tree_registry(Some(registry));
}
let source = BinarySource::WebEntry {
web_path: web_path.clone(),
entry_name,
};
self.binary_assets.insert(source, asset);
match self.bundle_container_cache.write() {
Ok(mut cache) => cache.clear(),
Err(e) => e.into_inner().clear(),
}
}
UnityFile::WebFile(_) => {
// Nested WebFiles are uncommon; ignore for now.
}
}
}
Ok(())
}
/// Load all supported files from a directory.
pub fn load_directory<P: AsRef<Path>>(&mut self, path: P) -> Result<()> {
let path = path.as_ref();
if !path.exists() {
return Err(UnityAssetError::format(format!(
"Directory does not exist: {:?}",
path
)));
}
if !path.is_dir() {
return Err(UnityAssetError::format(format!(
"Path is not a directory: {:?}",
path
)));
}
// Recursively traverse directory
self.traverse_directory(path)?;
Ok(())
}
/// Recursively traverse directory and load Unity files.
fn traverse_directory(&mut self, dir: &Path) -> Result<()> {
let entries = std::fs::read_dir(dir).map_err(|e| {
UnityAssetError::with_source(format!("Failed to read directory {:?}", dir), e)
})?;
for entry in entries {
let entry = entry
.map_err(|e| UnityAssetError::with_source("Failed to read directory entry", e))?;
let path = entry.path();
if path.is_dir() {
// Skip common Unity directories that don't contain assets
if let Some(dir_name) = path.file_name().and_then(|n| n.to_str()) {
match dir_name {
"Library" | "Temp" | "Logs" | ".git" | ".vs" | "obj" | "bin" => {
continue; // Skip these directories
}
_ => {
// Recursively process subdirectory
self.traverse_directory(&path)?;
}
}
}
} else if path.is_file() {
// Try to load the file
if let Err(e) = self.load_file(&path) {
// Record warning but continue processing other files
self.push_warning(EnvironmentWarning::LoadFailed {
path,
error: e.to_string(),
});
}
}
}
Ok(())
}
}