This commit is contained in:
2026-01-03 14:51:31 +00:00
parent bfd451aca9
commit 8a06185b98
20 changed files with 265 additions and 1012 deletions

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@@ -5,6 +5,6 @@ resolver = "2"
[workspace.package]
version = "0.1.0"
edition = "2021"
authors = ["Your Name <your.email@example.com>"]
authors = ["connordemeyer@gmail.com"]
license = "MIT OR Apache-2.0"
repository = "https://github.com/yourusername/unity-parser-rust"

446
README.md
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@@ -1,30 +1,33 @@
# Unity Parser
# Cursebreaker Unity Parser
A high-performance Rust library for parsing Unity project files (.unity scenes, .prefab prefabs, and .asset ScriptableObjects) with automatic MonoBehaviour component discovery and ECS integration.
A high-performance Rust library for parsing Unity project files (.unity scenes, .prefab prefabs, and .asset files) with automatic MonoBehaviour component discovery and ECS integration.
[![Rust](https://img.shields.io/badge/rust-1.70%2B-orange.svg)](https://www.rust-lang.org/)
[![License](https://img.shields.io/badge/license-MIT%20OR%20Apache--2.0-blue.svg)](LICENSE)
**⚠️ Work in Progress**: This library is under active development. APIs may change.
## Features
### 🚀 Core Parsing
### Core Parsing
- **Multi-format support**: Parse `.unity` scenes, `.prefab` prefabs, and `.asset` files
- **ECS integration**: Automatically builds [Sparsey](https://github.com/LechintanTudor/sparsey) ECS worlds from scenes
- **Type-safe**: Strong typing for Unity primitives (Vector3, Quaternion, Color, etc.)
- **Fast**: Efficient parsing with minimal allocations
- **Fast**: Efficient YAML parsing with minimal allocations
### 🎯 Custom Component System
### Component System
- **Derive macro**: `#[derive(UnityComponent)]` for automatic component parsing
- **Auto-registration**: Components register themselves via [inventory](https://github.com/dtolnay/inventory)
- **GUID resolution**: Automatically resolves MonoBehaviour GUIDs to class names
- **GUID resolution**: Automatically resolves MonoBehaviour script GUIDs to class names
- **Prefab resolution**: Resolves prefab GUIDs for nested prefab references
- **Type filtering**: Selectively parse only the components you need
### 🔍 Advanced Features
- **Prefab instantiation**: Clone and modify prefab instances
- **Reference resolution**: Automatic FileID → Entity mapping
- **Regex filtering**: Parse only scenes matching specific patterns
### Advanced Features
- **Prefab instantiation**: Clone and modify prefab instances (basic support)
- **Reference resolution**: FileID → Entity mapping
- **Regex filtering**: Parse only files matching specific patterns
- **Transform hierarchies**: Parent-child relationships preserved
- **Memory efficient**: 128-bit GUIDs with 3.5x memory reduction vs strings
- **Memory efficient**: 128-bit GUIDs stored as u128 (16 bytes vs ~56 bytes for String)
## Installation
@@ -32,7 +35,7 @@ Add to your `Cargo.toml`:
```toml
[dependencies]
unity-parser = "0.1"
unity_parser = { path = "unity-parser" }
sparsey = "0.13" # For ECS queries
```
@@ -70,66 +73,111 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
}
```
### Define Custom Components
### Parse a Prefab
```rust
use unity_parser::UnityComponent;
use unity_parser::UnityFile;
#[derive(Debug, Clone, UnityComponent)]
#[unity_class("PlaySFX")]
fn main() -> Result<(), Box<dyn std::error::Error>> {
let file = UnityFile::from_path("Player.prefab")?;
if let UnityFile::Prefab(prefab) = file {
// Find all GameObjects
let game_objects = prefab.get_documents_by_class("GameObject");
for doc in game_objects {
if let Some(mapping) = doc.as_mapping() {
if let Some(name) = mapping.get("m_Name").and_then(|v| v.as_str()) {
println!("GameObject: {}", name);
}
}
}
// Find documents by type ID
let transforms = prefab.get_documents_by_type(4); // Transform = type 4
println!("Found {} Transforms", transforms.len());
}
Ok(())
}
```
### Define Custom Components
**⚠️ Note**: The derive macro currently has namespace issues and may not compile. Manual implementation is recommended until fixed.
```rust
use unity_parser::{UnityComponent, ComponentContext};
use serde_yaml::Mapping;
#[derive(Debug, Clone)]
pub struct PlaySFX {
#[unity_field("volume")]
pub volume: f64,
#[unity_field("startTime")]
pub start_time: f64,
#[unity_field("endTime")]
pub end_time: f64,
#[unity_field("isLoop")]
pub is_loop: bool,
}
// Now automatically parsed from Unity scenes!
fn find_audio_components(scene: &UnityScene) {
let playsfx_view = scene.world.borrow::<PlaySFX>();
for entity in scene.entity_map.values() {
if let Some(sfx) = playsfx_view.get(*entity) {
println!("Found audio: volume={}, loop={}", sfx.volume, sfx.is_loop);
}
// Manual implementation (recommended until macro is fixed)
impl UnityComponent for PlaySFX {
fn parse(yaml: &Mapping, _ctx: &ComponentContext) -> Option<Self> {
Some(Self {
volume: unity_parser::yaml_helpers::get_f64(yaml, "volume").unwrap_or(1.0),
start_time: unity_parser::yaml_helpers::get_f64(yaml, "startTime").unwrap_or(0.0),
end_time: unity_parser::yaml_helpers::get_f64(yaml, "endTime").unwrap_or(0.0),
is_loop: unity_parser::yaml_helpers::get_bool(yaml, "isLoop").unwrap_or(false),
})
}
}
```
## GUID Resolution
The parser automatically resolves Unity MonoBehaviour GUIDs to class names, enabling seamless custom component discovery:
The parser automatically resolves Unity MonoBehaviour GUIDs to class names:
```
Unity Scene File Rust Code
───────────────── ─────────
MonoBehaviour: #[derive(UnityComponent)]
m_Script: #[unity_class("PlaySFX")]
guid: 091c537... ──────────> pub struct PlaySFX { ... }
MonoBehaviour: Custom component
m_Script: in ECS World
guid: 091c537... ──────────>
volume: 1.0
isLoop: 0
```
### How It Works
1. **Scan**: Parser scans `Assets/` for `*.cs.meta` files
1. **Scan**: Parser scans Unity project's `Assets/` for `*.cs.meta` files
2. **Build Map**: Extracts GUIDs from `.meta` files
3. **Extract Class**: Parses `.cs` files to get `class Name : MonoBehaviour`
4. **Resolve**: Maps GUID → Class Name → Registered Component
5. **Parse**: Automatically parses MonoBehaviour YAML into your Rust struct
5. **Parse**: Automatically parses MonoBehaviour YAML into components
**Performance**: GUID resolver caches mappings per project for fast lookups.
The GUID resolver builds automatically when parsing scenes if a Unity project root is detected.
## Regex Filtering
## Type Filtering
Parse only scenes matching specific patterns:
Parse only specific Unity types and MonoBehaviours for better performance:
```rust
use unity_parser::{TypeFilter, parse_unity_file_filtered};
use std::collections::HashSet;
// Parse only Transforms and GameObjects
let mut types = HashSet::new();
types.insert("Transform".to_string());
types.insert("GameObject".to_string());
let filter = TypeFilter::with_unity_types(types);
let file = parse_unity_file_filtered(
Path::new("Scene.unity"),
None, // No regex filter
Some(&filter)
)?;
```
## Regex Path Filtering
Parse only files matching specific patterns:
```rust
use regex::Regex;
@@ -137,38 +185,31 @@ use unity_parser::parse_unity_file_filtered;
// Only parse production scenes
let filter = Regex::new(r"Assets/Scenes/Production/")?;
let scene = parse_unity_file_filtered("Assets/Scenes/Production/Level1.unity", Some(&filter))?;
// Parse everything (default)
let scene = parse_unity_file_filtered("Scene.unity", None)?;
let scene = parse_unity_file_filtered(
Path::new("Assets/Scenes/Production/Level1.unity"),
Some(&filter),
None
)?;
```
Common patterns:
## Supported Unity Types
```rust
// Test scenes only
let filter = Regex::new(r"(?i)test")?;
### Built-in Components
- ✅ GameObject
- ✅ Transform
- ✅ RectTransform
- ✅ PrefabInstance
// Exclude debug/temp scenes
let filter = Regex::new(r"^(?!.*(debug|tmp|test))")?;
### Value Types
- ✅ Vector2, Vector3
- ✅ Quaternion
- ✅ Color
- ✅ FileID, GUID
- ✅ ExternalRef, FileRef
// Specific level range
let filter = Regex::new(r"Level[1-5]\.unity$")?;
```
## Type Filtering
Selectively parse components for better performance:
```rust
use unity_parser::{TypeFilter, parse_with_types};
// Parse only transforms and custom components
let filter = TypeFilter::parse_with_types(&["Transform", "PlaySFX"]);
// Or use the macro for convenience
let filter = parse_with_types!(Transform, PlaySFX);
```
### Custom Components
- ✅ Any `MonoBehaviour` via manual `UnityComponent` implementation
- ⚠️ `#[derive(UnityComponent)]` macro (has namespace bugs, not recommended)
## Architecture
@@ -181,234 +222,169 @@ Raw YAML Documents
┌─────────────────────┐
│ GUID Resolution │ ← .meta files + .cs files
│ (MonoBehaviour) │
│ (MonoBehaviour) │ (Script GUID → Class Name)
└─────────────────────┘
┌─────────────────────┐
Component Registry │ ← #[derive(UnityComponent)]
Prefab GUID Res. │ ← .prefab.meta files
│ (Nested Prefabs) │ (Prefab GUID → Prefab Path)
└─────────────────────┘
┌─────────────────────┐
│ Component Registry │ ← UnityComponent trait impls
│ (inventory) │
└─────────────────────┘
┌─────────────────────┐
│ ECS World │ ← Sparsey entities
│ (Transforms, etc) │
│ ECS World │ ← Sparsey entities & components
│ (Transform, etc)
└─────────────────────┘
```
### Memory Efficiency
**GUID Storage**:
- Old: `String` (56 bytes heap allocated)
- New: `Guid` (16 bytes on stack)
- **3.5x memory reduction** for GUID maps
- Old approach: `String` (24 bytes stack + 32 bytes heap = 56 bytes)
- Current: `u128` (16 bytes on stack)
- **3.5x memory reduction** for GUID storage
**GUID Comparison**:
- Old: O(n) string comparison (32 characters)
- New: O(1) integer comparison
- **Significant speedup** for lookups
- **Significant speedup** for HashMap lookups
## Supported Unity Types
## Project Structure
### Built-in Components
- ✅ GameObject
- ✅ Transform
- ✅ RectTransform
- ✅ PrefabInstance
### Value Types
- ✅ Vector2, Vector3, Vector4
- ✅ Quaternion
- ✅ Color, Color32
- ✅ FileID, GUID
- ✅ ExternalRef, FileRef
### Custom Components
- ✅ Any `MonoBehaviour` via `#[derive(UnityComponent)]`
- ✅ Automatic field mapping with `#[unity_field("fieldName")]`
- ✅ Support for all Unity primitive types
## Examples
### Find All Components of a Type
```rust
use unity_parser::UnityFile;
let scene = UnityFile::from_path("Scene.unity")?;
if let UnityFile::Scene(scene) = scene {
let transforms = scene.world.borrow::<Transform>();
let gameobjects = scene.world.borrow::<GameObject>();
for (file_id, entity) in &scene.entity_map {
let name = gameobjects.get(*entity)
.and_then(|go| go.name())
.unwrap_or("(unnamed)");
if let Some(transform) = transforms.get(*entity) {
println!("{}: {:?}", name, transform.local_position());
}
}
}
```
cursebreaker-parser-rust/
├── unity-parser/ # Main library crate
│ ├── src/
│ │ ├── ecs/ # ECS world building
│ │ │ └── builder.rs
│ │ ├── model/ # UnityFile, Scene, Prefab, Asset
│ │ │ └── mod.rs
│ │ ├── parser/ # YAML parsing & GUID resolution
│ │ │ ├── guid_resolver.rs # Script GUID → Class Name
│ │ │ ├── prefab_guid_resolver.rs # Prefab GUID → Path
│ │ │ ├── meta.rs # .meta file parsing
│ │ │ ├── yaml.rs # YAML document splitting
│ │ │ └── mod.rs
│ │ ├── project/ # ⚠️ OUTDATED - needs refactoring
│ │ │ └── mod.rs
│ │ ├── types/ # Unity types & components
│ │ │ ├── unity_types/
│ │ │ │ ├── game_object.rs
│ │ │ │ ├── transform.rs
│ │ │ │ ├── prefab_instance.rs
│ │ │ │ └── mod.rs
│ │ │ ├── component.rs # UnityComponent trait & helpers
│ │ │ ├── guid.rs # 128-bit GUID type
│ │ │ ├── ids.rs # FileID, LocalID
│ │ │ ├── reference.rs # UnityReference enum
│ │ │ ├── type_filter.rs # TypeFilter for selective parsing
│ │ │ ├── values.rs # Vector3, Quaternion, Color, etc.
│ │ │ └── mod.rs
│ │ ├── error.rs # Error types
│ │ ├── macros.rs
│ │ ├── property/
└── lib.rs
│ ├── examples/
├── basic_parsing.rs
│ │ ├── custom_component.rs
├── ecs_integration.rs
├── find_playsfx.rs
├── parse_resources.rs
│ │ └── parse_resource_prefabs.rs
│ ├── tests/
│ └── Cargo.toml
├── unity-parser-macros/ # Proc macro crate (⚠️ has bugs)
│ ├── src/
│ │ └── lib.rs
│ └── Cargo.toml
├── Cargo.toml # Workspace config
└── README.md
```
### Prefab Instantiation
## Known Issues
```rust
let prefab_file = UnityFile::from_path("Player.prefab")?;
### Critical Issues
1. **`unity-parser/src/project/mod.rs` is OUTDATED**
- Built for old architecture before `UnityFile` enum refactor
- References non-existent `UnityDocument` type (should be `RawDocument`)
- Module is disabled in lib.rs until refactored
if let UnityFile::Prefab(prefab) = prefab_file {
// Create instance
let mut instance = prefab.instantiate();
2. **Derive macro namespace mismatch**
- `unity-parser-macros` uses `unity_parser` namespace
- Actual crate name is `unity_parser::` (underscore, not hyphen)
- Manual `UnityComponent` implementation recommended
// Override values
instance.override_value(
file_id,
"m_Name",
serde_yaml::Value::String("Player_Clone".to_string())
)?;
3. **Placeholder values in Cargo.toml**
- Author and repository fields need updating
// Access remapped FileIDs
let new_file_ids = instance.file_id_map();
}
```
### Batch Processing
```rust
use walkdir::WalkDir;
use regex::Regex;
let filter = Regex::new(r"Level\d+\.unity")?;
for entry in WalkDir::new("Assets/Scenes") {
let path = entry?.path();
if path.extension() == Some("unity") {
match parse_unity_file_filtered(path, Some(&filter)) {
Ok(UnityFile::Scene(scene)) => {
println!("Processed: {} ({} entities)",
path.display(),
scene.entity_map.len()
);
}
Err(e) if e.to_string().contains("does not match filter") => {
// Filtered out
}
Err(e) => eprintln!("Error: {}", e),
}
}
}
```
### Minor Issues
1. Disabled example/test files may reference outdated APIs
2. Some examples may have incorrect YAML access patterns
## Running Examples
The repository includes several examples:
```bash
# Parse and display basic scene info
# Parse basic Unity file
cargo run --example basic_parsing
# Demonstrate custom component parsing
# Custom component parsing (requires Unity project)
cargo run --example custom_component
# ECS integration showcase
cargo run --example ecs_integration
# Find all PlaySFX components in VR Horror project
# Find PlaySFX components (requires CBAssets project)
cargo run --example find_playsfx
```
## Testing
Run the test suite:
```bash
# Unit tests
cargo test --lib
# Integration tests (requires git for downloading test projects)
# Integration tests
cargo test --test integration_tests
# GUID resolution tests
cargo test test_guid_resolution -- --nocapture
# All tests
cargo test
```
## Performance
Benchmarks on VR Horror project (21 scenes, 77 C# scripts):
| Operation | Time | Throughput |
|-----------|------|------------|
| GUID Resolver Build | ~800ms | 77 scripts |
| Scene Parse | ~100-500ms | per scene |
| GUID Lookup | <1μs | O(1) HashMap |
**Memory**: ~16 bytes per GUID (vs ~56 bytes for String-based approach)
## Roadmap
### Phase 1: GUID Resolution ✅ COMPLETE
- [x] Scan `.cs.meta` files
- [x] Extract class names from C# scripts
- [x] Build GUID → Class Name mapping
- [x] 128-bit `Guid` type with 3.5x memory reduction
### Completed
- ✅ Phase 1: GUID Resolution (Script GUID → Class Name)
- ✅ Phase 2: MonoBehaviour Parser
- ✅ Phase 3: Prefab GUID Resolution
- ✅ Type filtering for selective parsing
- ✅ Regex path filtering
- ✅ Basic prefab instantiation
### Phase 2: MonoBehaviour Parser ✅ COMPLETE
- [x] Extract `m_Script` GUID from components
- [x] Resolve GUID to class name
- [x] Match with registered components
- [x] Automatic parsing via `#[derive(UnityComponent)]`
### Phase 3: Advanced Features ✅ COMPLETE
- [x] Regex filtering for selective parsing
- [x] Type filtering for performance
- [x] Prefab instantiation and overrides
### In Progress / Needs Work
- 🔧 Refactor `project` module for new architecture
- 🔧 Update disabled example/test files
- 🔧 Fix example code YAML access patterns
### Future Enhancements
- [x] Prefab GUID resolution (nested prefabs)
- [ ] Full AssetDatabase resolution (materials, textures)
- [ ] Full prefab modification system
- [ ] Persistent GUID cache for instant loading
- [ ] Watch mode for live Unity project monitoring
- [ ] Cross-platform path handling
## Project Structure
```
unity-parser/
├── src/
│ ├── ecs/ # ECS world building
│ ├── model/ # UnityFile, Scene, Prefab models
│ ├── parser/ # YAML parsing, GUID resolution
│ │ ├── guid_resolver.rs # GUID → Class Name mapping
│ │ ├── meta.rs # .meta file parsing
│ │ └── yaml.rs # YAML document splitting
│ ├── types/ # Unity types and components
│ │ ├── unity_types/ # Unity-specific types
│ │ │ ├── game_object.rs
│ │ │ ├── prefab_instance.rs
│ │ │ └── transform.rs
│ │ ├── guid.rs # 128-bit GUID type
│ │ ├── component.rs # Component trait system
│ │ └── ...
│ └── lib.rs
├── unity-parser-macros/ # Derive macro crate
├── examples/ # Usage examples
├── tests/ # Integration tests
└── test_data/ # Test Unity projects
```
- [ ] More built-in Unity component types
- [ ] Better error messages with line numbers
- [ ] Parallel processing support
- [ ] Cross-platform path handling improvements
## Contributing
Contributions are welcome! Areas for improvement:
Contributions welcome! Areas needing help:
- **Documentation**: API docs, more examples, tutorials
- **Testing**: Integration tests with real Unity projects
- **Performance**: Optimize YAML parsing, parallel processing
- **Features**: Additional Unity component types, better error messages
- **Testing**: More integration tests with real Unity projects
- **Documentation**: API docs, tutorials, cookbook examples
## License
@@ -421,11 +397,7 @@ at your option.
## Acknowledgments
- **Unity**: For the YAML-based file format
- **Unity Technologies**: For the YAML-based file format
- **Sparsey**: ECS library for component storage
- **serde_yaml**: YAML parsing foundation
- **inventory**: Compile-time component registration
---
**Built with ❤️ in Rust**

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@@ -38,13 +38,10 @@ fn main() {
let game_objects = prefab.get_documents_by_class("GameObject");
println!("Found {} GameObjects:", game_objects.len());
for go in game_objects {
// doc.yaml already contains the inner content (after class wrapper)
if let Some(mapping) = go.as_mapping() {
if let Some(go_obj) = mapping.get("GameObject") {
if let Some(props) = go_obj.as_mapping() {
if let Some(name) = props.get("m_Name").and_then(|v| v.as_str()) {
println!(" - {}", name);
}
}
if let Some(name) = mapping.get("m_Name").and_then(|v| v.as_str()) {
println!(" - {}", name);
}
}
}

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@@ -1,121 +0,0 @@
//! Example demonstrating GUID resolution with .meta files
//!
//! This example shows how to:
//! - Load Unity files with their .meta files
//! - Access GUID to path mappings
//! - Resolve cross-file references using GUIDs
//!
//! Run with: cargo run --example guid_resolution
use cursebreaker_parser::{UnityProject, MetaFile};
use std::path::Path;
fn main() -> Result<(), Box<dyn std::error::Error>> {
println!("Unity GUID Resolution Example");
println!("==============================\n");
// Create a new Unity project with LRU cache
let mut project = UnityProject::new(1000);
// Example 1: Parse a .meta file directly
println!("Example 1: Parsing a .meta file");
println!("---------------------------------");
let meta_content = r#"
fileFormatVersion: 2
guid: 4ab6bfb0ff54cdf4c8dd38ca244d6f15
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
"#;
let meta = MetaFile::from_str(meta_content)?;
println!("Parsed GUID: {}", meta.guid());
println!("File format version: {:?}\n", meta.file_format_version());
// Example 2: Load Unity files with automatic .meta parsing
println!("Example 2: Loading Unity files with .meta files");
println!("-------------------------------------------------");
let test_dir = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand";
if Path::new(test_dir).exists() {
// Load all Unity files in the directory
let loaded_files = project.load_directory(test_dir)?;
println!("Loaded {} Unity files", loaded_files.len());
println!("Found {} GUID mappings\n", project.guid_mappings().len());
// Example 3: Inspect GUID mappings
println!("Example 3: GUID to Path Mappings");
println!("---------------------------------");
for (guid, path) in project.guid_mappings().iter().take(5) {
println!("GUID: {} -> {:?}", guid, path.file_name().unwrap());
}
println!();
// Example 4: Look up a file by GUID
println!("Example 4: Looking up files by GUID");
println!("------------------------------------");
if let Some((sample_guid, _)) = project.guid_mappings().iter().next() {
if let Some(path) = project.get_path_by_guid(sample_guid) {
println!("GUID {} resolves to:", sample_guid);
println!(" Path: {:?}", path);
// Get the file
if let Some(file) = project.get_file(path) {
println!(" Documents: {}", file.documents.len());
// Show the first GameObject
for doc in &file.documents {
if doc.is_game_object() {
if let Some(obj) = doc.get("GameObject").and_then(|v| v.as_object()) {
if let Some(name) = obj.get("m_Name").and_then(|v| v.as_str()) {
println!(" Contains GameObject: {}", name);
break;
}
}
}
}
}
}
}
println!();
// Example 5: Cross-file reference resolution (when available)
println!("Example 5: Cross-file Reference Resolution");
println!("-------------------------------------------");
// Find all external references in loaded files
let mut external_ref_count = 0;
for file in project.files().values() {
for doc in &file.documents {
// Scan properties for external references
for value in doc.properties.values() {
if let Some(ext_ref) = value.as_external_ref() {
external_ref_count += 1;
// Try to resolve this GUID
if let Some(target_path) = project.get_path_by_guid(&ext_ref.guid) {
println!("✓ External reference resolved:");
println!(" GUID: {}", ext_ref.guid);
println!(" Target: {:?}", target_path.file_name().unwrap());
}
}
}
}
}
println!("\nFound {} external references in loaded files", external_ref_count);
} else {
println!("Test data directory not found: {}", test_dir);
println!("This example works best with Unity sample project files.");
}
Ok(())
}

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@@ -14,7 +14,7 @@
//! # Example
//!
//! ```no_run
//! use cursebreaker_parser::parser::GuidResolver;
//! use unity_parser::parser::GuidResolver;
//! use std::path::Path;
//!
//! // Build resolver from Unity project directory
@@ -26,7 +26,7 @@
//! if let Some(class_name) = resolver.resolve_class_name(guid) {
//! println!("GUID {} → {}", guid, class_name);
//! }
//! # Ok::<(), cursebreaker_parser::Error>(())
//! # Ok::<(), unity_parser::Error>(())
//! ```
use crate::parser::meta::MetaFile;
@@ -71,11 +71,11 @@ impl GuidResolver {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::parser::GuidResolver;
/// use unity_parser::parser::GuidResolver;
/// use std::path::Path;
///
/// let resolver = GuidResolver::from_project(Path::new("MyUnityProject"))?;
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn from_project(project_path: impl AsRef<Path>) -> Result<Self> {
let project_path = project_path.as_ref();
@@ -176,7 +176,7 @@ impl GuidResolver {
/// # Examples
///
/// ```no_run
/// # use cursebreaker_parser::{GuidResolver, Guid};
/// # use unity_parser::{GuidResolver, Guid};
/// # use std::path::Path;
/// # let resolver = GuidResolver::from_project(Path::new("."))?;
/// // Resolve by string
@@ -189,7 +189,7 @@ impl GuidResolver {
/// if let Some(class_name) = resolver.resolve_class_name(&guid) {
/// println!("Found class: {}", class_name);
/// }
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn resolve_class_name<G: AsGuid>(&self, guid: G) -> Option<&str> {
guid.as_guid()
@@ -214,7 +214,7 @@ impl GuidResolver {
/// # Examples
///
/// ```
/// use cursebreaker_parser::{GuidResolver, Guid};
/// use unity_parser::{GuidResolver, Guid};
///
/// let mut resolver = GuidResolver::new();
/// let guid = Guid::from_hex("091c537484687e9419460cdcd7038234").unwrap();
@@ -347,13 +347,13 @@ fn extract_class_name(cs_path: &Path) -> Result<Option<String>> {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::parser::find_project_root;
/// use unity_parser::parser::find_project_root;
/// use std::path::Path;
///
/// let scene_path = Path::new("MyProject/Assets/Scenes/Main.unity");
/// let project_root = find_project_root(scene_path)?;
/// assert_eq!(project_root.file_name().unwrap(), "MyProject");
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn find_project_root(path: impl AsRef<Path>) -> Result<PathBuf> {
let path = path.as_ref();

View File

@@ -29,11 +29,11 @@ impl MetaFile {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::parser::meta::MetaFile;
/// use unity_parser::parser::meta::MetaFile;
///
/// let meta = MetaFile::from_path("Assets/Prefabs/Player.prefab.meta")?;
/// println!("GUID: {}", meta.guid);
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn from_path(path: impl AsRef<Path>) -> Result<Self> {
let path = path.as_ref();
@@ -90,7 +90,7 @@ impl MetaFile {
/// # Examples
///
/// ```
/// use cursebreaker_parser::parser::meta::get_meta_path;
/// use unity_parser::parser::meta::get_meta_path;
/// use std::path::PathBuf;
///
/// let asset = PathBuf::from("Assets/Scenes/MainMenu.unity");

View File

@@ -30,8 +30,8 @@ use std::path::Path;
/// # Example
///
/// ```no_run
/// use cursebreaker_parser::parser::parse_unity_file;
/// use cursebreaker_parser::UnityFile;
/// use unity_parser::parser::parse_unity_file;
/// use unity_parser::UnityFile;
/// use std::path::Path;
///
/// let file = parse_unity_file(Path::new("Scene.unity"))?;
@@ -40,7 +40,7 @@ use std::path::Path;
/// UnityFile::Prefab(prefab) => println!("Prefab with {} documents", prefab.documents.len()),
/// UnityFile::Asset(asset) => println!("Asset with {} documents", asset.documents.len()),
/// }
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn parse_unity_file(path: &Path) -> Result<UnityFile> {
parse_unity_file_filtered(path, None, None)
@@ -60,8 +60,8 @@ pub fn parse_unity_file(path: &Path) -> Result<UnityFile> {
/// # Example
///
/// ```no_run
/// use cursebreaker_parser::parser::{parse_unity_file_filtered};
/// use cursebreaker_parser::TypeFilter;
/// use unity_parser::parser::{parse_unity_file_filtered};
/// use unity_parser::TypeFilter;
/// use regex::Regex;
/// use std::path::Path;
/// use std::collections::HashSet;
@@ -76,7 +76,7 @@ pub fn parse_unity_file(path: &Path) -> Result<UnityFile> {
/// types.insert("GameObject".to_string());
/// let type_filter = TypeFilter::with_unity_types(types);
/// let file2 = parse_unity_file_filtered(Path::new("Scene.unity"), None, Some(&type_filter))?;
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn parse_unity_file_filtered(
path: &Path,

View File

@@ -13,7 +13,7 @@
//! # Example
//!
//! ```no_run
//! use cursebreaker_parser::parser::PrefabGuidResolver;
//! use unity_parser::parser::PrefabGuidResolver;
//! use std::path::Path;
//!
//! // Build resolver from Unity project directory
@@ -25,7 +25,7 @@
//! if let Some(path) = resolver.resolve_path(guid) {
//! println!("GUID {} → {}", guid, path.display());
//! }
//! # Ok::<(), cursebreaker_parser::Error>(())
//! # Ok::<(), unity_parser::Error>(())
//! ```
use crate::parser::meta::MetaFile;
@@ -67,11 +67,11 @@ impl PrefabGuidResolver {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::parser::PrefabGuidResolver;
/// use unity_parser::parser::PrefabGuidResolver;
/// use std::path::Path;
///
/// let resolver = PrefabGuidResolver::from_project(Path::new("MyUnityProject"))?;
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn from_project(project_path: impl AsRef<Path>) -> Result<Self> {
let project_path = project_path.as_ref();
@@ -155,7 +155,7 @@ impl PrefabGuidResolver {
/// # Examples
///
/// ```no_run
/// # use cursebreaker_parser::{PrefabGuidResolver, Guid};
/// # use unity_parser::{PrefabGuidResolver, Guid};
/// # use std::path::Path;
/// # let resolver = PrefabGuidResolver::from_project(Path::new("."))?;
/// // Resolve by string
@@ -168,7 +168,7 @@ impl PrefabGuidResolver {
/// if let Some(path) = resolver.resolve_path(&guid) {
/// println!("Found prefab: {}", path.display());
/// }
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
pub fn resolve_path<G: AsGuid>(&self, guid: G) -> Option<&Path> {
guid.as_guid()
@@ -193,7 +193,7 @@ impl PrefabGuidResolver {
/// # Examples
///
/// ```
/// use cursebreaker_parser::{PrefabGuidResolver, Guid};
/// use unity_parser::{PrefabGuidResolver, Guid};
/// use std::path::PathBuf;
///
/// let mut resolver = PrefabGuidResolver::new();

View File

@@ -32,7 +32,7 @@ fn unity_tag_regex() -> &'static Regex {
/// # Example
///
/// ```
/// use cursebreaker_parser::parser::parse_unity_tag;
/// use unity_parser::parser::parse_unity_tag;
///
/// let doc = "--- !u!1 &12345\nGameObject:\n m_Name: Test";
/// let tag = parse_unity_tag(doc).unwrap();

View File

@@ -16,7 +16,7 @@ use crate::{Error, Result};
/// # Example
///
/// ```
/// use cursebreaker_parser::parser::split_yaml_documents;
/// use unity_parser::parser::split_yaml_documents;
///
/// let content = "%YAML 1.1\n%TAG !u! tag:unity3d.com,2011:\n--- !u!1 &123\nGameObject:\n--- !u!4 &456\nTransform:";
/// let docs = split_yaml_documents(content).unwrap();

View File

@@ -1,512 +0,0 @@
//! Multi-file Unity project container with reference resolution
//!
//! This module provides the UnityProject struct which can load multiple
//! Unity files and resolve references between them.
mod query;
use crate::parser::meta::{get_meta_path, MetaFile};
use crate::{FileID, Result, UnityDocument, UnityFile, UnityReference};
use lru::LruCache;
use std::collections::HashMap;
use std::num::NonZeroUsize;
use std::path::{Path, PathBuf};
/// A Unity project containing multiple files with cross-file reference resolution
///
/// UnityProject can load multiple Unity files (.unity, .prefab, .asset) and provides
/// reference resolution both within files (eager) and across files (lazy with caching).
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
///
/// let mut project = UnityProject::new(1000); // LRU cache size
///
/// // Load a single file
/// project.load_file("Assets/Scenes/MainMenu.unity")?;
///
/// // Or load an entire directory
/// project.load_directory("Assets/Prefabs")?;
///
/// println!("Loaded {} files", project.files().len());
/// # Ok::<(), cursebreaker_parser::Error>(())
/// ```
pub struct UnityProject {
/// All loaded Unity files, indexed by their path
files: HashMap<PathBuf, UnityFile>,
/// GUID to file path mapping for cross-file reference resolution
guid_to_path: HashMap<String, PathBuf>,
/// FileID to (PathBuf, document index) mapping for fast lookups
file_id_index: HashMap<FileID, (PathBuf, usize)>,
/// LRU cache for resolved references
reference_cache: LruCache<UnityReference, Option<(PathBuf, usize)>>,
/// Maximum cache size
cache_limit: usize,
}
impl UnityProject {
/// Create a new Unity project with specified LRU cache limit
///
/// # Arguments
///
/// * `cache_limit` - Maximum number of resolved references to cache
///
/// # Examples
///
/// ```
/// use cursebreaker_parser::UnityProject;
///
/// let project = UnityProject::new(1000);
/// ```
pub fn new(cache_limit: usize) -> Self {
Self {
files: HashMap::new(),
guid_to_path: HashMap::new(),
file_id_index: HashMap::new(),
reference_cache: LruCache::new(
NonZeroUsize::new(cache_limit).unwrap_or(NonZeroUsize::new(1).unwrap()),
),
cache_limit,
}
}
/// Load a Unity file into the project
///
/// Parses the file and builds an index of all FileIDs for fast lookup.
///
/// # Arguments
///
/// * `path` - Path to the Unity file (.unity, .prefab, .asset)
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
///
/// let mut project = UnityProject::new(100);
/// project.load_file("Assets/Scenes/MainMenu.unity")?;
/// # Ok::<(), cursebreaker_parser::Error>(())
/// ```
pub fn load_file(&mut self, path: impl Into<PathBuf>) -> Result<()> {
let path = path.into();
let file = UnityFile::from_path(&path)?;
// Build file ID index for this file
for (idx, doc) in file.documents.iter().enumerate() {
self.file_id_index
.insert(doc.file_id, (path.clone(), idx));
}
// Extract GUID from .meta file for guid_to_path mapping
let meta_path = get_meta_path(&path);
if meta_path.exists() {
match MetaFile::from_path(&meta_path) {
Ok(meta_file) => {
self.guid_to_path.insert(meta_file.guid, path.clone());
}
Err(e) => {
// Log warning but continue (graceful degradation)
eprintln!("Warning: Failed to parse .meta file {:?}: {}", meta_path, e);
}
}
} else {
// Log warning if .meta file doesn't exist
eprintln!("Warning: .meta file not found for {:?}", path);
}
self.files.insert(path, file);
Ok(())
}
/// Load all Unity files from a directory (recursive)
///
/// Walks the directory tree and loads all .unity, .prefab, and .asset files.
/// Gracefully handles parse errors by logging warnings and continuing.
///
/// # Arguments
///
/// * `dir` - Directory to search for Unity files
///
/// # Returns
///
/// Vec of successfully loaded file paths
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
///
/// let mut project = UnityProject::new(1000);
/// let loaded = project.load_directory("Assets")?;
/// println!("Loaded {} files", loaded.len());
/// # Ok::<(), cursebreaker_parser::Error>(())
/// ```
pub fn load_directory(&mut self, dir: impl AsRef<Path>) -> Result<Vec<PathBuf>> {
let mut loaded_files = Vec::new();
for entry in walkdir::WalkDir::new(dir)
.follow_links(true)
.into_iter()
.filter_map(|e| e.ok())
{
let path = entry.path();
if let Some(ext) = path.extension() {
let ext_str = ext.to_string_lossy();
if ext_str == "unity" || ext_str == "prefab" || ext_str == "asset" {
match self.load_file(path) {
Ok(_) => loaded_files.push(path.to_path_buf()),
Err(e) => {
// Graceful degradation: log warning and continue
eprintln!("Warning: Failed to load {:?}: {}", path, e);
}
}
}
}
}
Ok(loaded_files)
}
/// Get a document by its file ID (eager resolution within same file)
///
/// This performs instant lookup using the file ID index.
///
/// # Arguments
///
/// * `file_id` - The FileID to look up
///
/// # Returns
///
/// The UnityDocument if found, None otherwise
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::{UnityProject, types::FileID};
///
/// let project = UnityProject::new(100);
/// let doc = project.get_document(FileID::from_i64(12345));
/// # Ok::<(), cursebreaker_parser::Error>(())
/// ```
pub fn get_document(&self, file_id: FileID) -> Option<&UnityDocument> {
let (path, idx) = self.file_id_index.get(&file_id)?;
self.files.get(path)?.documents.get(*idx)
}
/// Resolve a reference (with caching)
///
/// Handles three types of references:
/// - Null references: Return Ok(None)
/// - Local references: Eager lookup via file_id_index
/// - External references: Lazy resolution via GUID with LRU caching
///
/// # Arguments
///
/// * `reference` - The UnityReference to resolve
///
/// # Returns
///
/// The resolved UnityDocument if found, None if not found (including null refs)
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::{UnityProject, types::{UnityReference, FileID}};
///
/// let mut project = UnityProject::new(100);
/// let reference = UnityReference::Local(FileID::from_i64(12345));
/// let doc = project.resolve_reference(&reference)?;
/// # Ok::<(), cursebreaker_parser::Error>(())
/// ```
pub fn resolve_reference(
&mut self,
reference: &UnityReference,
) -> Result<Option<&UnityDocument>> {
match reference {
UnityReference::Null => Ok(None),
UnityReference::Local(file_id) => {
// Eager resolution for same-file references (instant lookup)
Ok(self.get_document(*file_id))
}
UnityReference::External { guid, .. } => {
// Check cache first
if let Some(cached) = self.reference_cache.get(reference) {
if let Some((path, idx)) = cached {
let file = match self.files.get(path) {
Some(f) => f,
None => return Ok(None),
};
return Ok(file.documents.get(*idx));
} else {
return Ok(None); // Cached as unresolved
}
}
// Lazy resolution for cross-file references
let result = self.resolve_external_guid(guid)?;
// Cache the result (even if None)
self.reference_cache.put(reference.clone(), result.clone());
if let Some((path, idx)) = result {
let file = match self.files.get(&path) {
Some(f) => f,
None => return Ok(None),
};
Ok(file.documents.get(idx))
} else {
Ok(None)
}
}
}
}
/// Resolve an external GUID reference (lazy, on-demand)
///
/// Looks up the file path by GUID and returns the document index.
/// Logs a warning for unknown GUIDs (graceful degradation per user requirement).
///
/// # Arguments
///
/// * `guid` - The GUID to resolve
///
/// # Returns
///
/// Optional (PathBuf, document index) tuple
fn resolve_external_guid(&self, guid: &str) -> Result<Option<(PathBuf, usize)>> {
// Look up the file path by GUID
let path = match self.guid_to_path.get(guid) {
Some(p) => p,
None => {
// Log warning for unknown GUID (graceful degradation per user requirement)
eprintln!("Warning: Failed to resolve external GUID: {}", guid);
return Ok(None);
}
};
// For now, return the first document in the file
// TODO: Enhance to support specific file ID within external file
Ok(Some((path.clone(), 0)))
}
/// Get all loaded files in the project
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// println!("Project has {} files", project.files().len());
/// ```
pub fn files(&self) -> &HashMap<PathBuf, UnityFile> {
&self.files
}
/// Get a specific file by path
///
/// # Arguments
///
/// * `path` - Path to the Unity file
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// if let Some(file) = project.get_file("Assets/Scenes/MainMenu.unity") {
/// println!("File has {} documents", file.documents.len());
/// }
/// ```
pub fn get_file(&self, path: impl AsRef<Path>) -> Option<&UnityFile> {
self.files.get(path.as_ref())
}
/// Get the cache limit
pub fn cache_limit(&self) -> usize {
self.cache_limit
}
/// Get the GUID to path mappings
///
/// Returns a reference to the map of GUIDs to file paths.
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// println!("Project has {} GUID mappings", project.guid_mappings().len());
/// ```
pub fn guid_mappings(&self) -> &HashMap<String, PathBuf> {
&self.guid_to_path
}
/// Get the path for a specific GUID
///
/// # Arguments
///
/// * `guid` - The GUID to look up
///
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// if let Some(path) = project.get_path_by_guid("4ab6bfb0ff54cdf4c8dd38ca244d6f15") {
/// println!("Found asset at: {:?}", path);
/// }
/// ```
pub fn get_path_by_guid(&self, guid: &str) -> Option<&PathBuf> {
self.guid_to_path.get(guid)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_new_project() {
let project = UnityProject::new(100);
assert_eq!(project.cache_limit(), 100);
assert_eq!(project.files().len(), 0);
}
#[test]
fn test_load_single_file() {
let mut project = UnityProject::new(100);
let path = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand/CardGrabber.prefab";
if Path::new(path).exists() {
let result = project.load_file(path);
assert!(result.is_ok(), "Failed to load file: {:?}", result.err());
assert_eq!(project.files().len(), 1);
}
}
#[test]
fn test_load_directory() {
let mut project = UnityProject::new(100);
let dir = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand";
if Path::new(dir).exists() {
let result = project.load_directory(dir);
assert!(result.is_ok(), "Failed to load directory: {:?}", result.err());
if let Ok(loaded) = result {
assert!(loaded.len() > 0, "Should have loaded at least one file");
}
}
}
#[test]
fn test_get_document() {
let mut project = UnityProject::new(100);
let path = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand/CardGrabber.prefab";
if Path::new(path).exists() {
project.load_file(path).unwrap();
// Get the first document's file ID
if let Some(file) = project.files().values().next() {
if let Some(first_doc) = file.documents.first() {
let file_id = first_doc.file_id;
// Test get_document
let found = project.get_document(file_id);
assert!(found.is_some(), "Should find document by file ID");
assert_eq!(found.unwrap().file_id, file_id);
}
}
}
}
#[test]
fn test_resolve_null_reference() {
let mut project = UnityProject::new(100);
let reference = UnityReference::Null;
let result = project.resolve_reference(&reference);
assert!(result.is_ok());
assert!(result.unwrap().is_none());
}
#[test]
fn test_resolve_local_reference() {
let mut project = UnityProject::new(100);
let path = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand/CardGrabber.prefab";
if Path::new(path).exists() {
project.load_file(path).unwrap();
// Get a valid FileID from the loaded file
if let Some(file) = project.files().values().next() {
if let Some(doc) = file.documents.first() {
let file_id = doc.file_id;
let reference = UnityReference::Local(file_id);
let result = project.resolve_reference(&reference);
assert!(result.is_ok());
assert!(result.unwrap().is_some());
}
}
}
}
#[test]
fn test_resolve_broken_reference() {
let mut project = UnityProject::new(100);
let reference = UnityReference::Local(FileID::from_i64(999999999));
let result = project.resolve_reference(&reference);
assert!(result.is_ok());
assert!(result.unwrap().is_none());
}
#[test]
fn test_guid_mappings() {
let mut project = UnityProject::new(100);
let path = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand/CardGrabber.prefab";
if Path::new(path).exists() {
project.load_file(path).unwrap();
// Check if GUID mappings were loaded (depends on .meta file existence)
let guid_count = project.guid_mappings().len();
if guid_count > 0 {
println!("Found {} GUID mappings", guid_count);
}
}
}
#[test]
fn test_get_path_by_guid() {
let mut project = UnityProject::new(100);
let dir = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand";
if Path::new(dir).exists() {
let loaded = project.load_directory(dir).unwrap();
// If we loaded files, check if we can look up by GUID
if !loaded.is_empty() && !project.guid_mappings().is_empty() {
// Get the first GUID
if let Some((guid, expected_path)) = project.guid_mappings().iter().next() {
let found_path = project.get_path_by_guid(guid);
assert_eq!(found_path, Some(expected_path));
}
}
}
}
}

View File

@@ -15,7 +15,7 @@ impl UnityProject {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
/// use unity_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// let game_objects = project.find_all_by_type(1); // GameObject = type 1
@@ -37,7 +37,7 @@ impl UnityProject {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
/// use unity_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// let transforms = project.find_all_by_class("Transform");
@@ -61,7 +61,7 @@ impl UnityProject {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
/// use unity_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// let players = project.find_by_name("Player");
@@ -97,7 +97,7 @@ impl UnityProject {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
/// use unity_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// # let game_object = &project.find_all_by_type(1)[0];
@@ -148,7 +148,7 @@ impl UnityProject {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::UnityProject;
/// use unity_parser::UnityProject;
///
/// let project = UnityProject::new(100);
/// # let game_object = &project.find_all_by_type(1)[0];

View File

@@ -18,7 +18,7 @@ use std::str::FromStr;
/// # Example
///
/// ```
/// use cursebreaker_parser::Guid;
/// use unity_parser::Guid;
/// use std::str::FromStr;
///
/// // Parse from string
@@ -36,7 +36,7 @@ impl Guid {
/// # Example
///
/// ```
/// use cursebreaker_parser::Guid;
/// use unity_parser::Guid;
///
/// let guid = Guid::from_u128(0x091c537484687e9419460cdcd7038234);
/// ```
@@ -49,7 +49,7 @@ impl Guid {
/// # Example
///
/// ```
/// use cursebreaker_parser::Guid;
/// use unity_parser::Guid;
///
/// let guid = Guid::from_u128(42);
/// assert_eq!(guid.as_u128(), 42);
@@ -69,7 +69,7 @@ impl Guid {
/// # Example
///
/// ```
/// use cursebreaker_parser::Guid;
/// use unity_parser::Guid;
///
/// let guid = Guid::from_hex("091c537484687e9419460cdcd7038234").unwrap();
/// ```
@@ -97,7 +97,7 @@ impl Guid {
/// # Example
///
/// ```
/// use cursebreaker_parser::Guid;
/// use unity_parser::Guid;
/// use std::str::FromStr;
///
/// let guid = Guid::from_str("091c537484687e9419460cdcd7038234").unwrap();

View File

@@ -7,7 +7,7 @@ use std::fmt;
/// # Examples
///
/// ```
/// use cursebreaker_parser::FileID;
/// use unity_parser::FileID;
///
/// let file_id = FileID::from_i64(1866116814460599870);
/// assert_eq!(file_id.as_i64(), 1866116814460599870);

View File

@@ -38,7 +38,7 @@ impl UnityReference {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::{UnityReference, FileRef, FileID};
/// use unity_parser::types::{UnityReference, FileRef, FileID};
///
/// // Local reference
/// let file_ref = FileRef::new(FileID::from_i64(12345));
@@ -63,7 +63,7 @@ impl UnityReference {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::{UnityReference, ExternalRef};
/// use unity_parser::types::{UnityReference, ExternalRef};
///
/// let ext_ref = ExternalRef::new("abc123".to_string(), 2);
/// let reference = UnityReference::from_external_ref(&ext_ref);
@@ -82,7 +82,7 @@ impl UnityReference {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::UnityReference;
/// use unity_parser::types::UnityReference;
///
/// let reference = UnityReference::Null;
/// assert!(reference.is_null());
@@ -96,7 +96,7 @@ impl UnityReference {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::{UnityReference, FileID};
/// use unity_parser::types::{UnityReference, FileID};
///
/// let reference = UnityReference::Local(FileID::from_i64(12345));
/// assert!(reference.is_local());
@@ -110,7 +110,7 @@ impl UnityReference {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::UnityReference;
/// use unity_parser::types::UnityReference;
///
/// let reference = UnityReference::External {
/// guid: "abc123".to_string(),
@@ -130,7 +130,7 @@ impl UnityReference {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::{UnityReference, FileID};
/// use unity_parser::types::{UnityReference, FileID};
///
/// let reference = UnityReference::Local(FileID::from_i64(12345));
/// assert_eq!(reference.as_file_id(), Some(FileID::from_i64(12345)));
@@ -152,7 +152,7 @@ impl UnityReference {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::UnityReference;
/// use unity_parser::types::UnityReference;
///
/// let reference = UnityReference::External {
/// guid: "abc123".to_string(),

View File

@@ -47,7 +47,7 @@ impl TypeFilter {
///
/// # Example
/// ```
/// use cursebreaker_parser::TypeFilter;
/// use unity_parser::TypeFilter;
///
/// let filter = TypeFilter::new(
/// vec!["Transform", "Camera", "Light"],

View File

@@ -262,7 +262,7 @@ pub static UNITY_TYPE_REGISTRY: Lazy<UnityTypeRegistry> = Lazy::new(|| {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::get_class_name;
/// use unity_parser::types::get_class_name;
///
/// assert_eq!(get_class_name(1), Some("GameObject"));
/// assert_eq!(get_class_name(4), Some("Transform"));
@@ -279,7 +279,7 @@ pub fn get_class_name(type_id: u32) -> Option<&'static str> {
/// # Examples
///
/// ```
/// use cursebreaker_parser::types::get_type_id;
/// use unity_parser::types::get_type_id;
///
/// assert_eq!(get_type_id("GameObject"), Some(1));
/// assert_eq!(get_type_id("Transform"), Some(4));

View File

@@ -139,7 +139,7 @@ impl crate::types::EcsInsertable for Transform {
/// # Examples
///
/// ```no_run
/// use cursebreaker_parser::{UnityFile, types::RectTransform};
/// use unity_parser::{UnityFile, types::RectTransform};
///
/// let file = UnityFile::from_path("Canvas.prefab")?;
/// match file {
@@ -152,7 +152,7 @@ impl crate::types::EcsInsertable for Transform {
/// }
/// _ => {}
/// }
/// # Ok::<(), cursebreaker_parser::Error>(())
/// # Ok::<(), unity_parser::Error>(())
/// ```
#[derive(Debug, Clone)]
pub struct RectTransform {

View File

@@ -10,7 +10,7 @@ pub use glam::{Quat as Quaternion, Vec2 as Vector2, Vec3 as Vector3, Vec4 as Col
/// # Examples
///
/// ```
/// use cursebreaker_parser::{FileRef, FileID};
/// use unity_parser::{FileRef, FileID};
///
/// let file_ref = FileRef::new(FileID::from_i64(12345));
/// assert_eq!(file_ref.file_id.as_i64(), 12345);
@@ -32,7 +32,7 @@ impl FileRef {
/// # Examples
///
/// ```
/// use cursebreaker_parser::ExternalRef;
/// use unity_parser::ExternalRef;
///
/// let ext_ref = ExternalRef::new("abc123".to_string(), 2);
/// assert_eq!(ext_ref.guid, "abc123");

View File

@@ -1,83 +0,0 @@
//! Integration test for GUID resolution with .meta files
use cursebreaker_parser::parser::meta::{get_meta_path, MetaFile};
use cursebreaker_parser::UnityProject;
use std::path::Path;
#[test]
fn test_meta_file_parsing() {
// Test parsing a .meta file directly
let meta_content = r#"
fileFormatVersion: 2
guid: 4ab6bfb0ff54cdf4c8dd38ca244d6f15
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
"#;
let meta = MetaFile::from_str(meta_content).unwrap();
assert_eq!(meta.guid(), "4ab6bfb0ff54cdf4c8dd38ca244d6f15");
assert_eq!(meta.file_format_version(), Some(2));
}
#[test]
fn test_meta_path_generation() {
let asset_path = Path::new("Assets/Prefabs/Player.prefab");
let meta_path = get_meta_path(asset_path);
assert_eq!(
meta_path,
Path::new("Assets/Prefabs/Player.prefab.meta")
);
}
#[test]
fn test_guid_resolution_in_project() {
let mut project = UnityProject::new(100);
let test_dir = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic/Prefabs/Menu/Battle/Hand";
if Path::new(test_dir).exists() {
// Load all files in the directory
let loaded_files = project.load_directory(test_dir).unwrap();
if !loaded_files.is_empty() {
println!("Loaded {} files", loaded_files.len());
println!(
"Found {} GUID mappings",
project.guid_mappings().len()
);
// If we have GUID mappings, test that we can look them up
for (guid, path) in project.guid_mappings() {
let found_path = project.get_path_by_guid(guid);
assert_eq!(found_path, Some(path));
println!("GUID {} -> {:?}", guid, path);
}
}
}
}
#[test]
fn test_cross_file_reference_resolution() {
let mut project = UnityProject::new(100);
let test_dir = "data/tests/unity-sampleproject/PiratePanic/Assets/PiratePanic";
if Path::new(test_dir).exists() {
// Load multiple directories to enable cross-file resolution
let _ = project.load_directory(test_dir);
let guid_count = project.guid_mappings().len();
let file_count = project.files().len();
println!("Loaded {} files with {} GUID mappings", file_count, guid_count);
// Verify we can look up files by GUID
if guid_count > 0 {
let sample_guid = project.guid_mappings().keys().next().unwrap();
let path = project.get_path_by_guid(sample_guid);
assert!(path.is_some(), "Should be able to look up GUID");
}
}
}