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perf: avoid loading assets unnecessarily from ChangeNotifier (#487)
Reported in #1357
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Original file line number | Diff line number | Diff line change |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using nadena.dev.ndmf.preview; | ||
using NUnit.Framework; | ||
using UnityEditor; | ||
using UnityEngine; | ||
using UnityEngine.TestTools; | ||
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namespace UnitTests | ||
{ | ||
public class ChangeNotifierTest : TestBase | ||
{ | ||
[Test] | ||
public void WhenAssetReimported_InvalidatesListeners() | ||
{ | ||
var path = "Assets/ChangeNotifierTest.txt"; | ||
using (var f = System.IO.File.CreateText(path)) | ||
{ | ||
f.WriteLine("Hello, world!"); | ||
} | ||
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AssetDatabase.Refresh(); | ||
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var asset = AssetDatabase.LoadAssetAtPath<TextAsset>(path); | ||
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var ctx = new ComputeContext("test"); | ||
ctx.Observe(asset); | ||
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using (var f = System.IO.File.CreateText(path)) | ||
{ | ||
f.WriteLine("Goodbye, world!"); | ||
} | ||
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Assert.IsFalse(ctx.IsInvalidated); | ||
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AssetDatabase.Refresh(); | ||
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Assert.IsTrue(ctx.IsInvalidated); | ||
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ctx = new ComputeContext("test"); | ||
ctx.Observe(asset); | ||
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AssetDatabase.DeleteAsset(path); | ||
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Assert.IsTrue(ctx.IsInvalidated); | ||
} | ||
} | ||
} |
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