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## [1.19.14] - 2021-12-2
- Fix issue where opening the Analyze window logs null exceptions after running the "Check Duplicate Bundle Dependencies" rule.
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Unity Technologies committed Dec 9, 2021
1 parent 38fb1ce commit c7d774e
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4 changes: 4 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -4,6 +4,9 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [1.19.14] - 2021-12-2
- Fix issue where opening the Analyze window logs null exceptions after running the "Check Duplicate Bundle Dependencies" rule.

## [1.19.13] - 2021-11-29
- Removed AddressableAssetEntryCollection upgrade check on opening project. Improving startup performance.
- Fixed issue where GetAllAsset with includeSubObjects did not get subObjects within Assets in an Addressable folder.
Expand Down Expand Up @@ -1067,3 +1070,4 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
## [0.0.8-preview] - 2018-02-08
- Initial submission for package distribution


6 changes: 2 additions & 4 deletions Editor/Build/AnalyzeRules/CheckBundleDupeDependencies.cs
Original file line number Diff line number Diff line change
Expand Up @@ -70,8 +70,7 @@ from bundle in issueGroup.Value
from item in bundle.Value
select new AnalyzeResult
{
resultName = ruleName + kDelimiter +
issueGroup.Key + kDelimiter +
resultName = issueGroup.Key + kDelimiter +
ConvertBundleName(bundle.Key, issueGroup.Key) + kDelimiter +
item,
severity = MessageType.Warning
Expand All @@ -84,8 +83,7 @@ from bundle in issueGroup.Value
from item in bundle.Value
select new AnalyzeResult
{
resultName = ruleName + kDelimiter +
item + kDelimiter +
resultName = item + kDelimiter +
ConvertBundleName(bundle.Key, issueGroup.Key) + kDelimiter +
issueGroup.Key,
severity = MessageType.Warning
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13 changes: 6 additions & 7 deletions Editor/GUI/AssetSettingsAnalyzeTreeView.cs
Original file line number Diff line number Diff line change
Expand Up @@ -257,18 +257,17 @@ protected override TreeViewItem BuildRoot()
return root;
}

private readonly Dictionary<int, TreeViewItem> hashToTreeViewItems = new Dictionary<int, TreeViewItem>();
private readonly Dictionary<int, AnalyzeResultsTreeViewItem> hashToAnalyzeResults = new Dictionary<int, AnalyzeResultsTreeViewItem>();
void BuildResults(TreeViewItem root, List<AnalyzeRule.AnalyzeResult> ruleResults)
{
hashToTreeViewItems.Clear();
hashToTreeViewItems.Add(root.id, root);
hashToAnalyzeResults.Clear();
int updateFrequency = Mathf.Max(ruleResults.Count / 10, 1);

for (int index=0; index < ruleResults.Count; ++index)
{
var result = ruleResults[index];
if (index == 0 || index % updateFrequency == 0)
EditorUtility.DisplayProgressBar("Building Results Tree...", result.resultName, (float)index / hashToTreeViewItems.Keys.Count);
EditorUtility.DisplayProgressBar("Building Results Tree...", result.resultName, (float)index / hashToAnalyzeResults.Keys.Count);

var resPath = result.resultName.Split(AnalyzeRule.kDelimiter);
string name = string.Empty;
Expand All @@ -279,16 +278,16 @@ void BuildResults(TreeViewItem root, List<AnalyzeRule.AnalyzeResult> ruleResults
name += resPath[i];
int hash = name.GetHashCode();

if (!hashToTreeViewItems.ContainsKey(hash))
if (!hashToAnalyzeResults.ContainsKey(hash))
{
AnalyzeResultsTreeViewItem item = new AnalyzeResultsTreeViewItem(hash, i + m_CurrentDepth, resPath[i], result.severity, result);
hashToTreeViewItems.Add(item.id, item);
hashToAnalyzeResults.Add(item.id, item);
parent.AddChild(item);
parent = item;
}
else
{
var targetItem = hashToTreeViewItems[hash] as AnalyzeResultsTreeViewItem;
var targetItem = hashToAnalyzeResults[hash];
targetItem.results.Add(result);
parent = targetItem;
}
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6 changes: 3 additions & 3 deletions package.json
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@@ -1,7 +1,7 @@
{
"name": "com.unity.addressables",
"displayName": "Addressables",
"version": "1.19.13",
"version": "1.19.14",
"unity": "2019.4",
"description": "The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked \"addressable\", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.\n\nUse 'Window->Asset Management->Addressables' to begin working with the system.\n\nAddressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.\n\nFor usage samples, see github.com/Unity-Technologies/Addressables-Sample",
"keywords": [
Expand All @@ -22,10 +22,10 @@
"repository": {
"url": "https://github.cds.internal.unity3d.com/unity/Addressables.git",
"type": "git",
"revision": "c1efa1cfd8c5d9fe3dabf5a3f1c124f55a9da3a8"
"revision": "2f2f6d64d36d06cfbd51d6f1eae1b0c1cb0ebd48"
},
"upmCi": {
"footprint": "034a43f97aed757bba6233814599966361fffaa1"
"footprint": "fb23c2acf23b281d0c319b8cf4eaa4bd5fe60255"
},
"samples": [
{
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