unity-game-agent / unity_agent /transport /unity_transport.py
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"""Unity project file writer.
The :class:`UnityTransport` is the *only* component in the system that touches
the filesystem. Tools generate strings (C# code, YAML scene files, JSON
manifests) and hand them to the transport, which writes them to the correct
location inside the project directory and maintains an inventory of every file
it has written.
The directory layout produced matches what Unity expects when you click
"Open Project" in the Unity Hub::
ProjectRoot/
Assets/
Scripts/<file>.cs
Scenes/<scene>.unity
Packages/
manifest.json
ProjectSettings/
ProjectSettings.asset
ProjectVersion.txt
"""
from __future__ import annotations
import hashlib
import json
import logging
import os
import time
from dataclasses import dataclass, field
from pathlib import Path
from typing import Dict, List, Optional
from unity_agent.config import Settings
log = logging.getLogger("unity_agent.transport")
# --------------------------------------------------------------------------- #
# .meta file generation
# --------------------------------------------------------------------------- #
def make_meta(guid: Optional[str] = None) -> str:
"""Return a valid Unity ``.meta`` file body for the given GUID.
Unity uses ``.meta`` files to track assets across machines. Every meta
file needs a unique 32-hex-character GUID. We generate one from a hash
of the current time + random bytes when the caller does not supply one.
"""
if guid is None:
seed = f"{time.time_ns()}-{os.urandom(8).hex()}".encode()
guid = hashlib.md5(seed).hexdigest()[:32]
return (
"fileFormatVersion: 2\n"
f"guid: {guid}\n"
"MonoImporter:\n"
" externalObjects: {}\n"
" serializedVersion: 2\n"
" defaultReferences: []\n"
" executionOrder: 0\n"
" icon: {instanceID: 0}\n"
" userData: \n"
" assetBundleName: \n"
" assetBundleVariant: \n"
)
# --------------------------------------------------------------------------- #
# File record
# --------------------------------------------------------------------------- #
@dataclass
class WrittenFile:
relative_path: str # path relative to project root
absolute_path: Path
size_bytes: int
kind: str # "csharp", "scene", "config", "meta", "other"
@dataclass
class TransportStats:
files: List[WrittenFile] = field(default_factory=list)
def add(self, wf: WrittenFile) -> None:
self.files.append(wf)
@property
def total_bytes(self) -> int:
return sum(f.size_bytes for f in self.files)
def by_kind(self, kind: str) -> List[WrittenFile]:
return [f for f in self.files if f.kind == kind]
# --------------------------------------------------------------------------- #
# Transport
# --------------------------------------------------------------------------- #
class UnityTransport:
"""Filesystem writer for Unity projects.
Parameters
----------
settings:
Global :class:`Settings`. The transport uses ``output_dir`` as the
parent for all projects.
project_name:
Optional project name. If provided, all paths are resolved relative
to ``<output_dir>/<project_name>``. If ``None`` you must call
:meth:`open_project` before writing any files.
"""
ASSETS_DIR = "Assets"
SCRIPTS_DIR = "Assets/Scripts"
SCENES_DIR = "Assets/Scenes"
PACKAGES_DIR = "Packages"
PROJECT_SETTINGS_DIR = "ProjectSettings"
def __init__(self, settings: Settings, project_name: Optional[str] = None) -> None:
self.settings = settings
self.project_name = project_name
self.stats = TransportStats()
self._project_root: Optional[Path] = None
if project_name is not None:
self.open_project(project_name)
# ------------------------------------------------------------------ #
# Project lifecycle
# ------------------------------------------------------------------ #
def open_project(self, project_name: str) -> Path:
"""Create / open a project directory and return its absolute path."""
self.project_name = project_name
self._project_root = self.settings.project_path(project_name)
if self.settings.auto_create_dirs:
for sub in (
self.ASSETS_DIR,
self.SCRIPTS_DIR,
self.PACKAGES_DIR,
self.PROJECT_SETTINGS_DIR,
):
(self._project_root / sub).mkdir(parents=True, exist_ok=True)
log.info("Opened Unity project at %s", self._project_root)
return self._project_root
@property
def project_root(self) -> Path:
if self._project_root is None:
raise RuntimeError("No project open. Call open_project() first.")
return self._project_root
# ------------------------------------------------------------------ #
# Low-level write
# ------------------------------------------------------------------ #
def _write(
self,
relative_path: str,
content: str,
kind: str,
*,
write_meta: bool = False,
) -> WrittenFile:
full = self.project_root / relative_path
full.parent.mkdir(parents=True, exist_ok=True)
if full.exists() and not self.settings.overwrite:
raise FileExistsError(full)
full.write_text(content, encoding="utf-8")
wf = WrittenFile(
relative_path=relative_path,
absolute_path=full,
size_bytes=len(content.encode("utf-8")),
kind=kind,
)
self.stats.add(wf)
if write_meta:
meta_path = relative_path + ".meta"
meta_content = make_meta()
meta_full = self.project_root / meta_path
meta_full.write_text(meta_content, encoding="utf-8")
self.stats.add(
WrittenFile(
relative_path=meta_path,
absolute_path=meta_full,
size_bytes=len(meta_content),
kind="meta",
)
)
return wf
# ------------------------------------------------------------------ #
# High-level helpers
# ------------------------------------------------------------------ #
def write_csharp(self, filename: str, code: str) -> WrittenFile:
"""Write a C# script to ``Assets/Scripts/`` (with .meta)."""
if not filename.endswith(".cs"):
filename += ".cs"
rel = f"{self.SCRIPTS_DIR}/{filename}"
return self._write(rel, code, "csharp", write_meta=True)
def write_scene(self, scene_name: str, yaml: str) -> WrittenFile:
if not scene_name.endswith(".unity"):
scene_name += ".unity"
rel = f"{self.SCENES_DIR}/{scene_name}"
return self._write(rel, yaml, "scene", write_meta=True)
def write_config(self, relative_path: str, content: str) -> WrittenFile:
return self._write(relative_path, content, "config", write_meta=False)
def write_raw(self, relative_path: str, content: str, kind: str = "other") -> WrittenFile:
return self._write(relative_path, content, kind, write_meta=False)
# ------------------------------------------------------------------ #
# Manifest / settings
# ------------------------------------------------------------------ #
def write_packages_manifest(self, dependencies: Optional[Dict[str, str]] = None) -> WrittenFile:
deps = dependencies or {
"com.unity.ai.navigation": "1.1.5",
"com.unity.cinemachine": "2.9.7",
"com.unity.collab-proxy": "2.2.0",
"com.unity.ide.rider": "3.0.27",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.inputsystem": "1.7.0",
"com.unity.postprocessing": "3.4.0",
"com.unity.textmeshpro": "3.0.6",
"com.unity.ugui": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.ui": "1.0.0",
}
manifest = {
"dependencies": deps,
}
body = json.dumps(manifest, indent=2)
return self.write_config(f"{self.PACKAGES_DIR}/manifest.json", body)
def write_project_version(self) -> WrittenFile:
return self.write_config(
f"{self.PROJECT_SETTINGS_DIR}/ProjectVersion.txt",
f"m_EditorVersion: {self.settings.unity_version}\n",
)
def write_project_settings(self) -> WrittenFile:
body = (
"%YAML 1.1\n"
"%TAG !u! tag:unity3d.com,2011:\n"
"--- !u!129 &1\n"
"PlayerSettings:\n"
" m_ObjectHideFlags: 0\n"
" serializedVersion: 26\n"
f" companyName: {self.settings.company_name}\n"
f" productName: {self.settings.product_name}\n"
" defaultCursor: {instanceID: 0}\n"
" m_Version: 1\n"
)
return self.write_config(f"{self.PROJECT_SETTINGS_DIR}/ProjectSettings.asset", body)
def write_assembly_definition(self, name: str = "UnityAgent.Scripts") -> WrittenFile:
asmdef = {
"name": name,
"rootNamespace": "UnityAgent",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": False,
"autoReferenced": True,
"defineConstraints": [],
"versionDefines": [],
}
body = json.dumps(asmdef, indent=2)
if not name.endswith(".asmdef"):
name += ".asmdef"
return self._write(f"{self.SCRIPTS_DIR}/{name}", body, "config", write_meta=True)
# ------------------------------------------------------------------ #
# Reporting
# ------------------------------------------------------------------ #
def summary(self) -> str:
lines = [
f"Unity project: {self.project_root}",
f"Total files written: {len(self.stats.files)}",
f"Total size: {self.stats.total_bytes:,} bytes",
]
kinds = {}
for f in self.stats.files:
kinds[f.kind] = kinds.get(f.kind, 0) + 1
for k, v in sorted(kinds.items()):
lines.append(f" {k}: {v}")
return "\n".join(lines)