Add VRChat and GitHub packages to Unity project
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//-----------------------------------------------------------------------
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// <copyright file="UnityReferenceResolver.cs" company="Sirenix IVS">
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// Copyright (c) 2018 Sirenix IVS
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// </copyright>
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//-----------------------------------------------------------------------
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namespace VRC.Udon.Serialization.OdinSerializer
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{
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using System.Collections.Generic;
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using Utilities;
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/// <summary>
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/// Resolves external index references to Unity objects.
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/// </summary>
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/// <seealso cref="IExternalIndexReferenceResolver" />
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/// <seealso cref="ICacheNotificationReceiver" />
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public sealed class UnityReferenceResolver : IExternalIndexReferenceResolver, ICacheNotificationReceiver
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{
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private Dictionary<UnityEngine.Object, int> referenceIndexMapping = new Dictionary<UnityEngine.Object, int>(32, ReferenceEqualityComparer<UnityEngine.Object>.Default);
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private List<UnityEngine.Object> referencedUnityObjects;
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/// <summary>
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/// Initializes a new instance of the <see cref="UnityReferenceResolver"/> class.
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/// </summary>
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public UnityReferenceResolver()
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{
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this.referencedUnityObjects = new List<UnityEngine.Object>();
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="UnityReferenceResolver"/> class with a list of Unity objects.
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/// </summary>
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/// <param name="referencedUnityObjects">The referenced Unity objects.</param>
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public UnityReferenceResolver(List<UnityEngine.Object> referencedUnityObjects)
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{
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this.SetReferencedUnityObjects(referencedUnityObjects);
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}
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/// <summary>
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/// Gets the currently referenced Unity objects.
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/// </summary>
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/// <returns>A list of the currently referenced Unity objects.</returns>
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public List<UnityEngine.Object> GetReferencedUnityObjects()
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{
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return this.referencedUnityObjects;
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}
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/// <summary>
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/// Sets the referenced Unity objects of the resolver to a given list, or a new list if the value is null.
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/// </summary>
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/// <param name="referencedUnityObjects">The referenced Unity objects to set, or null if a new list is required.</param>
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public void SetReferencedUnityObjects(List<UnityEngine.Object> referencedUnityObjects)
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{
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if (referencedUnityObjects == null)
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{
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referencedUnityObjects = new List<UnityEngine.Object>();
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}
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this.referencedUnityObjects = referencedUnityObjects;
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this.referenceIndexMapping.Clear();
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for (int i = 0; i < this.referencedUnityObjects.Count; i++)
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{
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if (object.ReferenceEquals(this.referencedUnityObjects[i], null) == false)
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{
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if (!this.referenceIndexMapping.ContainsKey(this.referencedUnityObjects[i]))
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{
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this.referenceIndexMapping.Add(this.referencedUnityObjects[i], i);
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}
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}
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}
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}
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/// <summary>
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/// Determines whether the specified value can be referenced externally via this resolver.
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/// </summary>
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/// <param name="value">The value to reference.</param>
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/// <param name="index">The index of the resolved value, if it can be referenced.</param>
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/// <returns>
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/// <c>true</c> if the reference can be resolved, otherwise <c>false</c>.
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/// </returns>
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public bool CanReference(object value, out int index)
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{
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if (this.referencedUnityObjects == null)
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{
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this.referencedUnityObjects = new List<UnityEngine.Object>(32);
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}
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var obj = value as UnityEngine.Object;
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if (object.ReferenceEquals(null, obj) == false)
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{
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if (this.referenceIndexMapping.TryGetValue(obj, out index) == false)
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{
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index = this.referencedUnityObjects.Count;
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this.referenceIndexMapping.Add(obj, index);
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this.referencedUnityObjects.Add(obj);
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}
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return true;
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}
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index = -1;
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return false;
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}
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/// <summary>
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/// Tries to resolve the given reference index to a reference value.
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/// </summary>
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/// <param name="index">The index to resolve.</param>
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/// <param name="value">The resolved value.</param>
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/// <returns>
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/// <c>true</c> if the index could be resolved to a value, otherwise <c>false</c>.
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/// </returns>
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public bool TryResolveReference(int index, out object value)
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{
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if (this.referencedUnityObjects == null || index < 0 || index >= this.referencedUnityObjects.Count)
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{
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// Sometimes something has destroyed the list of references in between serialization and deserialization
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// (Unity prefab instances are especially bad at preserving such data), and in these cases we still don't
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// want the system to fall back to a formatter, so we give out a null value.
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value = null;
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return true;
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}
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value = this.referencedUnityObjects[index];
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return true;
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}
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/// <summary>
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/// Resets this instance.
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/// </summary>
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public void Reset()
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{
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this.referencedUnityObjects = null;
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this.referenceIndexMapping.Clear();
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}
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void ICacheNotificationReceiver.OnFreed()
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{
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this.Reset();
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}
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void ICacheNotificationReceiver.OnClaimed()
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{
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}
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}
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}
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