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[rooms] load Studio export dependencies (#142)
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@@ -962,9 +962,15 @@ function pickBakedBundle(
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target: number | null
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): { filename: string; hash: string | null } | null {
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if (!Array.isArray(save.UnitySubAssets)) return null
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const rootId = typeof save.UnityAssetId === 'string' ? save.UnityAssetId.toLowerCase() : null
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const rows = save.UnitySubAssets.filter(
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(item): item is { Target?: unknown; Filename?: unknown; Hash?: unknown } =>
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typeof item === 'object' && item !== null
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typeof item === 'object' &&
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item !== null &&
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(rootId === null ||
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('UnityAssetId' in item &&
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typeof item.UnityAssetId === 'string' &&
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item.UnityAssetId.toLowerCase() === rootId))
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)
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const chosen =
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target === null
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@@ -6331,6 +6331,84 @@ describe('studio room bundles', () => {
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)
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}
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it('serves partitioned prefab and shared-material exports as save dependencies', async () => {
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await reset()
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await storeFiles()
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const prefab = '00111111-2222-4333-8444-555555555555'
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const shared = '00222222-2222-4333-8444-555555555555'
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await env.DB.prepare(
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"UPDATE subroom_save SET data=json_set(data,'$.ServerData',json(?1)) WHERE sub_room_id=99011"
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)
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.bind(
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JSON.stringify({
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Exports: [
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{ e: 'prefab', u: prefab.toUpperCase() },
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{ e: 'shared', u: shared },
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{ e: 'duplicate', u: prefab },
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],
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})
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)
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.run()
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for (const id of [prefab, shared]) {
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for (const target of [0, 2]) {
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for (const kind of ['main', 'stripped'] as const) {
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await putUnityAsset(
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env.DB,
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{
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UnityAssetId: id,
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Target: target,
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Version: 5,
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Filename: publicStudioBundleFilename(
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9901,
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id,
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target === 0 ? 'windows' : 'android',
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kind
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),
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Hash: winHash,
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},
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kind
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)
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}
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}
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}
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for (const target of [0, 2]) {
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const response = await SELF.fetch(`${ORIGIN}/rooms/9901?unityAssetTarget=${target}`)
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const room = (await response.json()) as {
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SubRooms: Array<{
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CurrentSave: {
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SubRoomDataSaveId: number
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UnitySubAssets: Array<{ UnityAssetId: string; Target: number }>
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}
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}>
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}
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const current = room.SubRooms[0]!.CurrentSave
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expect(current.UnitySubAssets.map((asset) => asset.UnityAssetId).sort()).toEqual(
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[ASSET, prefab, shared].sort()
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)
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expect(current.UnitySubAssets.every((asset) => asset.Target === target)).toBe(true)
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const detailResponse = await SELF.fetch(
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`${ORIGIN}/rooms/9901/subrooms/99011/saves/${current.SubRoomDataSaveId}?unityAssetTarget=${target}`,
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{ headers: await bearer('1') }
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)
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expect(await detailResponse.json()).toMatchObject({
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UnityAsset: target === 0 ? winName : androidName,
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UnitySubAssets: [prefab, shared].map((id) => ({
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UnityAssetId: id,
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UnityAsset: publicStudioBundleFilename(
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9901,
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id,
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target === 0 ? 'windows' : 'android',
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'main'
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),
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UnityAssetHash: winHash,
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})),
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})
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}
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await env.DB.prepare('DELETE FROM unity_asset WHERE unity_asset_id IN (?1,?2)')
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.bind(prefab, shared)
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.run()
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})
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it('loads baked bundles onto the room and serves the unity asset', async () => {
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await reset()
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@@ -2512,13 +2512,21 @@ export async function attachStudioUnityAssets(
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db: D1Database,
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saves: SubRoomDataSave[]
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): Promise<void> {
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const ids = [
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...new Set(
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saves
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.map((save) => save.UnityAssetId)
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.filter((id): id is string => typeof id === 'string' && id !== '')
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),
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]
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// The cloud build partitions prefab/material exports into separate bundles.
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// The main scene keeps external references to them, so the loader must receive
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// every export, including shared dependencies, before it instantiates the scene.
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const assetIds = (save: SubRoomDataSave): string[] => {
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if (typeof save.UnityAssetId !== 'string' || save.UnityAssetId === '') return []
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const serverData = save.ServerData as { Exports?: unknown } | null | undefined
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const exports = Array.isArray(serverData?.Exports) ? serverData.Exports : []
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const ids = new Set([save.UnityAssetId.toLowerCase()])
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for (const item of exports) {
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const id = (item as { u?: unknown } | null)?.u
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if (typeof id === 'string' && id !== '') ids.add(id.toLowerCase())
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}
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return [...ids]
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}
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const ids = [...new Set(saves.flatMap(assetIds))]
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if (ids.length === 0) return
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const builds = (await listUnityAssetBuilds(db, ids)).filter((build) =>
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isStudioBundleFilename(build.Filename)
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@@ -2533,7 +2541,7 @@ export async function attachStudioUnityAssets(
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for (const save of saves) {
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const id = save.UnityAssetId
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if (typeof id !== 'string') continue
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const baked = bakedUnityAssets(byAsset.get(id.toLowerCase()) ?? [])
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const baked = bakedUnityAssets(assetIds(save).flatMap((assetId) => byAsset.get(assetId) ?? []))
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if (baked.length === 0) continue
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save.UnitySubAssets = baked
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}
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