Add editor Assets watcher refresh loop
This commit is contained in:
186
docs/plan/Assets目录Watcher与自动导入刷新计划_2026-04-10.md
Normal file
186
docs/plan/Assets目录Watcher与自动导入刷新计划_2026-04-10.md
Normal file
@@ -0,0 +1,186 @@
|
||||
# Assets目录Watcher与自动导入刷新计划
|
||||
|
||||
日期: 2026-04-10
|
||||
|
||||
## 1. 背景
|
||||
|
||||
当前工程的资产导入链路已经具备以下能力:
|
||||
|
||||
- 打开项目时执行一次 `BootstrapProject`
|
||||
- 手动执行 `Refresh / Reimport / Reimport All`
|
||||
- 资源真正加载时通过 `EnsureArtifact` 懒导入
|
||||
|
||||
但它还缺少 Unity 风格里最关键的一层:
|
||||
|
||||
- `Assets/` 目录发生外部变化时,编辑器能自动感知并刷新资产数据库
|
||||
|
||||
这里的“外部变化”包括但不限于:
|
||||
|
||||
- 资源文件新增、删除、覆盖
|
||||
- `.meta` 文件新增、删除、修改
|
||||
- 文件夹新增、删除、重命名
|
||||
- DCC 工具重新导出同路径资源
|
||||
- `git pull`、脚本生成、资源同步工具写入
|
||||
|
||||
所以问题不在“拖进 editor 时是否导入”,而在“是否存在一条持续观察 `Assets` 目录变化并驱动资产系统刷新的通路”。
|
||||
|
||||
## 2. 现状判断
|
||||
|
||||
从当前代码结构看,这个功能是好加的,难度中等,不是重写级别:
|
||||
|
||||
- `ResourceManager` 已经有 `RefreshProjectAssets()`、`ReimportProjectAsset()`、`RebuildProjectAssetCache()`
|
||||
- `AssetImportService / AssetDatabase` 已经能扫描项目、维护 Source DB / Artifact DB
|
||||
- editor 已经有稳定的每帧更新入口 `EditorWorkspace::Update`
|
||||
- `ProjectManager` 已经支持目录树刷新
|
||||
|
||||
真正缺的是一个独立的 watcher 层,把“磁盘变化”转成“主线程上的资产刷新动作”。
|
||||
|
||||
## 3. 目标
|
||||
|
||||
第一阶段目标:
|
||||
|
||||
- 编辑器运行时自动感知 `Assets/` 目录外部变化
|
||||
- 自动刷新 `AssetDatabase` lookup / metadata 状态
|
||||
- 自动刷新 Project 面板当前目录
|
||||
- 对批量拷贝和连续覆盖做去抖,不要每个文件都立刻刷新一次
|
||||
|
||||
长期目标:
|
||||
|
||||
- 接近 Unity 的体验:外部改动几乎无需手动 `Refresh`
|
||||
- 为后续更细粒度的增量 reimport、缩略图刷新、场景引用修复提供基础设施
|
||||
|
||||
## 4. 非目标
|
||||
|
||||
第一阶段不做:
|
||||
|
||||
- 原生 Win32 `ReadDirectoryChangesW` 后台线程 watcher
|
||||
- 精确到单文件的增量 reimport 调度
|
||||
- 已经加载到场景里的资源热替换
|
||||
- 资产依赖图级别的自动级联重导
|
||||
- 跨平台 watcher 后端抽象
|
||||
|
||||
这些放到后续阶段。
|
||||
|
||||
## 5. 分阶段方案
|
||||
|
||||
### Phase 1: 轮询式 Assets Watcher
|
||||
|
||||
实现一个 editor 内部的 `ProjectAssetWatcher`:
|
||||
|
||||
- 只监听当前项目的 `Assets/`
|
||||
- 通过定时扫描递归快照检测新增/修改/删除
|
||||
- 包含普通资源文件、文件夹、`.meta`
|
||||
- 通过扫描间隔 + 去抖窗口合并一批变化
|
||||
- 在主线程触发:
|
||||
- `ResourceManager::RefreshProjectAssets()`
|
||||
- `ProjectManager::RefreshCurrentFolder()`
|
||||
|
||||
优点:
|
||||
|
||||
- 实现快,风险低
|
||||
- 不引入后台线程和 Win32 句柄生命周期问题
|
||||
- 先把“自动感知外部变化”补上
|
||||
|
||||
缺点:
|
||||
|
||||
- 不是事件驱动,超大项目下效率一般
|
||||
- 只能做到“自动刷新资产数据库”,还不是“精确增量重导”
|
||||
|
||||
### Phase 2: 原生 Win32 Directory Watcher
|
||||
|
||||
把 Phase 1 的扫描后端替换为 Win32 原生目录通知:
|
||||
|
||||
- `ReadDirectoryChangesW`
|
||||
- 递归监听 `Assets/`
|
||||
- 把原始事件推入线程安全队列
|
||||
- 主线程消费并做路径标准化、重命名配对、去抖合并
|
||||
|
||||
目标:
|
||||
|
||||
- 降低大项目轮询成本
|
||||
- 提高外部改动响应速度
|
||||
|
||||
### Phase 3: 增量 Reimport 调度
|
||||
|
||||
在 watcher 已经稳定后,再做更接近 Unity 的行为:
|
||||
|
||||
- 对新增/修改的 importable asset 调用增量 reimport
|
||||
- 删除时清理 lookup / orphan artifact
|
||||
- 重命名时保证 `.meta` / GUID / path snapshot 同步
|
||||
- 限制一次批量刷新中的 `UnloadAll()` 影响范围
|
||||
|
||||
这个阶段需要重新审视当前 `ResourceManager::ReimportProjectAsset()` 里 `UnloadAll()` 的语义,否则外部频繁改资源会让缓存抖动太大。
|
||||
|
||||
## 6. 代码落点
|
||||
|
||||
第一阶段建议改动:
|
||||
|
||||
- `editor/src/Core/ProjectAssetWatcher.h/.cpp`
|
||||
- watcher 快照、扫描、去抖、变更合并
|
||||
- `editor/src/Core/EditorWorkspace.h`
|
||||
- `Attach / Detach / Update` 接入 watcher 生命周期
|
||||
- `editor/CMakeLists.txt`
|
||||
- 编译新 watcher 文件
|
||||
|
||||
可能的辅助修改:
|
||||
|
||||
- 日志输出,方便确认自动刷新是否触发
|
||||
- 若后续需要 UI 提示,可再补 editor 事件或状态文本
|
||||
|
||||
## 7. 第一阶段执行细则
|
||||
|
||||
### 7.1 快照内容
|
||||
|
||||
每个 `Assets` 路径记录:
|
||||
|
||||
- 规范化相对路径 key
|
||||
- 是否目录
|
||||
- 文件大小
|
||||
- 最后写入时间
|
||||
|
||||
目录也要纳入快照,这样能检测外部新建/删除文件夹。
|
||||
|
||||
### 7.2 扫描策略
|
||||
|
||||
- 默认扫描间隔:`0.75s`
|
||||
- 默认去抖窗口:`0.35s`
|
||||
- 若扫描发现连续变动,则不断延长本轮刷新触发时间
|
||||
- 当一小批变化稳定下来,再统一执行一次刷新
|
||||
|
||||
### 7.3 主线程动作
|
||||
|
||||
统一执行:
|
||||
|
||||
- `ResourceManager::Get().RefreshProjectAssets()`
|
||||
- `context.GetProjectManager().RefreshCurrentFolder()`
|
||||
|
||||
这一步先只刷新资产数据库和 Project 面板,不直接做逐文件 reimport。
|
||||
|
||||
## 8. 风险点
|
||||
|
||||
- 递归扫描频率太高会拖慢超大项目
|
||||
- 当前 `RefreshProjectAssets()` 不会主动生成所有 artifact,只是同步资产数据库
|
||||
- `ProjectManager::RefreshCurrentFolder()` 是整树重建,不是局部刷新
|
||||
- editor 内部自己改文件时,watcher 也会看到这些变化,需要接受重复刷新
|
||||
|
||||
这些都在第一阶段可控范围内。
|
||||
|
||||
## 9. 验收标准
|
||||
|
||||
第一阶段完成后,应满足:
|
||||
|
||||
- 外部往 `Assets/` 复制一个资源文件,Project 面板自动出现
|
||||
- 外部删除 `Assets/` 下资源,Project 面板自动消失
|
||||
- 外部覆盖修改已有资源,资产数据库自动刷新
|
||||
- 不需要用户手点 `Refresh`
|
||||
- 批量复制多个资源时,不会每个文件都触发一次明显卡顿的刷新
|
||||
|
||||
## 10. 本次执行范围
|
||||
|
||||
本次开始执行 Phase 1:
|
||||
|
||||
- 先落地轮询式 watcher
|
||||
- 打通 editor 生命周期
|
||||
- 先让 `Assets` 外部变更自动刷新
|
||||
|
||||
Phase 2 的 Win32 原生 watcher 放在后续迭代。
|
||||
@@ -70,6 +70,7 @@ add_executable(${PROJECT_NAME} WIN32
|
||||
src/Theme.cpp
|
||||
src/Core/UndoManager.cpp
|
||||
src/Core/PlaySessionController.cpp
|
||||
src/Core/ProjectAssetWatcher.cpp
|
||||
src/ComponentEditors/ComponentEditorRegistry.cpp
|
||||
src/Managers/SceneManager.cpp
|
||||
src/Managers/ProjectManager.cpp
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "Commands/SceneCommands.h"
|
||||
#include "Core/IEditorContext.h"
|
||||
#include "Core/PlaySessionController.h"
|
||||
#include "Core/ProjectAssetWatcher.h"
|
||||
#include "Layout/DockLayoutController.h"
|
||||
#include "panels/ConsolePanel.h"
|
||||
#include "panels/GameViewPanel.h"
|
||||
@@ -39,12 +40,14 @@ public:
|
||||
m_projectPanel->Initialize(context.GetProjectPath());
|
||||
Commands::LoadStartupScene(context);
|
||||
m_playSessionController.Attach(context);
|
||||
m_projectAssetWatcher.Attach(context.GetProjectPath());
|
||||
m_dockLayoutController->Attach(context);
|
||||
m_panels.AttachAll();
|
||||
}
|
||||
|
||||
void Detach(IEditorContext& context) {
|
||||
m_playSessionController.Detach(context);
|
||||
m_projectAssetWatcher.Detach();
|
||||
Commands::SaveDirtySceneWithFallback(context, BuildFallbackScenePath(context));
|
||||
|
||||
if (m_dockLayoutController) {
|
||||
@@ -61,6 +64,7 @@ public:
|
||||
void Update(float dt) {
|
||||
::XCEngine::Resources::ResourceManager::Get().UpdateAsyncLoads();
|
||||
if (IEditorContext* context = m_panels.GetContext()) {
|
||||
m_projectAssetWatcher.Update(*context, dt);
|
||||
m_playSessionController.Update(*context, dt);
|
||||
}
|
||||
m_panels.UpdateAll(dt);
|
||||
@@ -96,6 +100,7 @@ private:
|
||||
ProjectPanel* m_projectPanel = nullptr;
|
||||
std::unique_ptr<DockLayoutController> m_dockLayoutController;
|
||||
PlaySessionController m_playSessionController;
|
||||
ProjectAssetWatcher m_projectAssetWatcher;
|
||||
};
|
||||
|
||||
} // namespace Editor
|
||||
|
||||
207
editor/src/Core/ProjectAssetWatcher.cpp
Normal file
207
editor/src/Core/ProjectAssetWatcher.cpp
Normal file
@@ -0,0 +1,207 @@
|
||||
#include "Core/ProjectAssetWatcher.h"
|
||||
#include "Core/IProjectManager.h"
|
||||
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Debug/Logger.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <system_error>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr float kScanIntervalSeconds = 0.75f;
|
||||
constexpr float kDebounceWindowSeconds = 0.35f;
|
||||
|
||||
std::string NormalizePathKey(const fs::path& path) {
|
||||
std::string key = path.lexically_normal().generic_string();
|
||||
std::transform(key.begin(), key.end(), key.begin(), [](unsigned char ch) {
|
||||
return static_cast<char>(std::tolower(ch));
|
||||
});
|
||||
return key;
|
||||
}
|
||||
|
||||
std::uint64_t GetFileSizeValue(const fs::path& path, bool isDirectory) {
|
||||
if (isDirectory) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
std::error_code ec;
|
||||
const auto fileSize = fs::file_size(path, ec);
|
||||
return ec ? 0 : static_cast<std::uint64_t>(fileSize);
|
||||
}
|
||||
|
||||
std::uint64_t GetFileWriteTimeValue(const fs::path& path) {
|
||||
std::error_code ec;
|
||||
const auto writeTime = fs::last_write_time(path, ec);
|
||||
if (ec) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return static_cast<std::uint64_t>(writeTime.time_since_epoch().count());
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
void ProjectAssetWatcher::Attach(const std::string& projectPath) {
|
||||
RefreshProjectBinding(projectPath);
|
||||
}
|
||||
|
||||
void ProjectAssetWatcher::Detach() {
|
||||
m_projectPath.clear();
|
||||
m_assetsRoot.clear();
|
||||
m_snapshot.clear();
|
||||
m_pendingChanges.Clear();
|
||||
m_scanCooldownSeconds = 0.0f;
|
||||
m_debounceSeconds = 0.0f;
|
||||
m_hasPendingRefresh = false;
|
||||
}
|
||||
|
||||
void ProjectAssetWatcher::Update(IEditorContext& context, float dt) {
|
||||
RefreshProjectBinding(context.GetProjectPath());
|
||||
if (m_assetsRoot.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_scanCooldownSeconds -= dt;
|
||||
if (m_scanCooldownSeconds <= 0.0f) {
|
||||
ScanForChanges();
|
||||
m_scanCooldownSeconds = kScanIntervalSeconds;
|
||||
}
|
||||
|
||||
if (!m_hasPendingRefresh) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_debounceSeconds -= dt;
|
||||
if (m_debounceSeconds <= 0.0f) {
|
||||
FlushPendingRefresh(context);
|
||||
}
|
||||
}
|
||||
|
||||
void ProjectAssetWatcher::RefreshProjectBinding(const std::string& projectPath) {
|
||||
if (projectPath == m_projectPath) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_projectPath = projectPath;
|
||||
m_assetsRoot = projectPath.empty() ? fs::path() : (fs::path(projectPath) / "Assets");
|
||||
m_snapshot.clear();
|
||||
m_pendingChanges.Clear();
|
||||
m_scanCooldownSeconds = kScanIntervalSeconds;
|
||||
m_debounceSeconds = 0.0f;
|
||||
m_hasPendingRefresh = false;
|
||||
|
||||
if (!m_assetsRoot.empty()) {
|
||||
BuildSnapshot(m_assetsRoot, m_snapshot);
|
||||
}
|
||||
}
|
||||
|
||||
void ProjectAssetWatcher::ScanForChanges() {
|
||||
Snapshot currentSnapshot;
|
||||
BuildSnapshot(m_assetsRoot, currentSnapshot);
|
||||
|
||||
const ChangeStats changes = DiffSnapshots(m_snapshot, currentSnapshot);
|
||||
m_snapshot = std::move(currentSnapshot);
|
||||
if (!changes.HasChanges()) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_pendingChanges.Accumulate(changes);
|
||||
m_hasPendingRefresh = true;
|
||||
m_debounceSeconds = kDebounceWindowSeconds;
|
||||
}
|
||||
|
||||
void ProjectAssetWatcher::FlushPendingRefresh(IEditorContext& context) {
|
||||
if (!m_hasPendingRefresh) {
|
||||
return;
|
||||
}
|
||||
|
||||
Resources::ResourceManager::Get().RefreshProjectAssets();
|
||||
context.GetProjectManager().RefreshCurrentFolder();
|
||||
|
||||
Debug::Logger::Get().Info(
|
||||
Debug::LogCategory::FileSystem,
|
||||
(std::string("[ProjectAssetWatcher] Refreshed project assets after external changes. added=") +
|
||||
std::to_string(m_pendingChanges.added) +
|
||||
" modified=" +
|
||||
std::to_string(m_pendingChanges.modified) +
|
||||
" removed=" +
|
||||
std::to_string(m_pendingChanges.removed)).c_str());
|
||||
|
||||
m_pendingChanges.Clear();
|
||||
m_debounceSeconds = 0.0f;
|
||||
m_hasPendingRefresh = false;
|
||||
}
|
||||
|
||||
void ProjectAssetWatcher::BuildSnapshot(const fs::path& assetsRoot, Snapshot& outSnapshot) {
|
||||
outSnapshot.clear();
|
||||
|
||||
std::error_code ec;
|
||||
if (assetsRoot.empty() || !fs::exists(assetsRoot, ec)) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (fs::recursive_directory_iterator it(
|
||||
assetsRoot,
|
||||
fs::directory_options::skip_permission_denied,
|
||||
ec),
|
||||
end;
|
||||
!ec && it != end;
|
||||
it.increment(ec)) {
|
||||
const fs::path entryPath = it->path();
|
||||
|
||||
std::error_code relativeEc;
|
||||
const fs::path relativePath = fs::relative(entryPath, assetsRoot, relativeEc);
|
||||
if (relativeEc || relativePath.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::error_code typeEc;
|
||||
const bool isDirectory = it->is_directory(typeEc);
|
||||
if (typeEc) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AssetEntryState entryState;
|
||||
entryState.isDirectory = isDirectory;
|
||||
entryState.fileSize = GetFileSizeValue(entryPath, isDirectory);
|
||||
entryState.writeTime = GetFileWriteTimeValue(entryPath);
|
||||
outSnapshot.emplace(NormalizePathKey(relativePath), entryState);
|
||||
}
|
||||
}
|
||||
|
||||
ProjectAssetWatcher::ChangeStats ProjectAssetWatcher::DiffSnapshots(
|
||||
const Snapshot& previousSnapshot,
|
||||
const Snapshot& currentSnapshot) {
|
||||
ChangeStats changes;
|
||||
|
||||
for (const auto& [pathKey, currentState] : currentSnapshot) {
|
||||
const auto previousIt = previousSnapshot.find(pathKey);
|
||||
if (previousIt == previousSnapshot.end()) {
|
||||
++changes.added;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!(previousIt->second == currentState)) {
|
||||
++changes.modified;
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& [pathKey, previousState] : previousSnapshot) {
|
||||
(void)previousState;
|
||||
if (currentSnapshot.find(pathKey) == currentSnapshot.end()) {
|
||||
++changes.removed;
|
||||
}
|
||||
}
|
||||
|
||||
return changes;
|
||||
}
|
||||
|
||||
} // namespace Editor
|
||||
} // namespace XCEngine
|
||||
72
editor/src/Core/ProjectAssetWatcher.h
Normal file
72
editor/src/Core/ProjectAssetWatcher.h
Normal file
@@ -0,0 +1,72 @@
|
||||
#pragma once
|
||||
|
||||
#include "Core/IEditorContext.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
|
||||
class ProjectAssetWatcher {
|
||||
public:
|
||||
void Attach(const std::string& projectPath);
|
||||
void Detach();
|
||||
void Update(IEditorContext& context, float dt);
|
||||
|
||||
private:
|
||||
struct AssetEntryState {
|
||||
bool isDirectory = false;
|
||||
std::uint64_t fileSize = 0;
|
||||
std::uint64_t writeTime = 0;
|
||||
|
||||
bool operator==(const AssetEntryState& other) const {
|
||||
return isDirectory == other.isDirectory &&
|
||||
fileSize == other.fileSize &&
|
||||
writeTime == other.writeTime;
|
||||
}
|
||||
};
|
||||
|
||||
struct ChangeStats {
|
||||
std::uint32_t added = 0;
|
||||
std::uint32_t modified = 0;
|
||||
std::uint32_t removed = 0;
|
||||
|
||||
bool HasChanges() const {
|
||||
return added > 0 || modified > 0 || removed > 0;
|
||||
}
|
||||
|
||||
void Clear() {
|
||||
added = 0;
|
||||
modified = 0;
|
||||
removed = 0;
|
||||
}
|
||||
|
||||
void Accumulate(const ChangeStats& other) {
|
||||
added += other.added;
|
||||
modified += other.modified;
|
||||
removed += other.removed;
|
||||
}
|
||||
};
|
||||
|
||||
using Snapshot = std::unordered_map<std::string, AssetEntryState>;
|
||||
|
||||
void RefreshProjectBinding(const std::string& projectPath);
|
||||
void ScanForChanges();
|
||||
void FlushPendingRefresh(IEditorContext& context);
|
||||
static void BuildSnapshot(const std::filesystem::path& assetsRoot, Snapshot& outSnapshot);
|
||||
static ChangeStats DiffSnapshots(const Snapshot& previousSnapshot, const Snapshot& currentSnapshot);
|
||||
|
||||
std::string m_projectPath;
|
||||
std::filesystem::path m_assetsRoot;
|
||||
Snapshot m_snapshot;
|
||||
ChangeStats m_pendingChanges;
|
||||
float m_scanCooldownSeconds = 0.0f;
|
||||
float m_debounceSeconds = 0.0f;
|
||||
bool m_hasPendingRefresh = false;
|
||||
};
|
||||
|
||||
} // namespace Editor
|
||||
} // namespace XCEngine
|
||||
Reference in New Issue
Block a user