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Add play mode entity dump #83

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Apr 14, 2023
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51 changes: 41 additions & 10 deletions Editor/EcsactDumpEntitiesWindow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -69,18 +69,25 @@ private void DrawEntityGUI(int index, Ecsact.DynamicEntity dynamicEntity) {

void OnGUI() {
var dynamicEntities = GameObject.FindObjectsOfType<Ecsact.DynamicEntity>();

sceneEntitiesFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(
sceneEntitiesFoldout,
"Scene Entities"
);
if(sceneEntitiesFoldout) {
var index = 0;
foreach(var dynamicEntity in dynamicEntities) {
DrawEntityGUI(index, dynamicEntity);
index += 1;
if(Application.isPlaying) {
EditorGUILayout.HelpBox(
"Entity list is unavailable during play mode",
MessageType.Info
);
} else {
sceneEntitiesFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(
sceneEntitiesFoldout,
"Scene Entities"
);
if(sceneEntitiesFoldout) {
var index = 0;
foreach(var dynamicEntity in dynamicEntities) {
DrawEntityGUI(index, dynamicEntity);
index += 1;
}
}
}

EditorGUILayout.EndFoldoutHeaderGroup();

EditorGUILayout.Space();
Expand Down Expand Up @@ -122,8 +129,31 @@ void SaveEntityDump(
Ecsact.DynamicEntity[] dynamicEntities
) {
var dumpOutputFile = File.Create(dumpOutputPath);

if(Application.isPlaying) {
var registry = Ecsact.Defaults.Registry.ID;

try {
Ecsact.Defaults.Runtime.serialize.DumpEntities(registry, bytes => {
dumpOutputFile.Write(bytes);
});
} finally {
Debug.Log("free");
dumpOutputFile.Dispose();
}

} else {
CreateTempReg(dumpOutputFile, dynamicEntities);
}
}

void CreateTempReg(
FileStream dumpOutputFile,
Ecsact.DynamicEntity[] dynamicEntities
) {
var settings = EcsactRuntimeSettings.Get();
var tempRuntime = EcsactRuntime.Load(settings.runtimeLibraryPaths);

try {
var registry = tempRuntime.core.CreateRegistry("TempDumpEntities");

Expand All @@ -148,6 +178,7 @@ Ecsact.DynamicEntity[] dynamicEntities
dumpOutputFile.Write(bytes);
});
} finally {
Debug.Log("Free!");
EcsactRuntime.Free(tempRuntime);
dumpOutputFile.Dispose();
}
Expand Down