feat(editor): implement scene save support and dirty state tracking

- Migrate GhostObject to Ghost.Editor.Core to support weak-reference instance tracking, modification hooks, and state serialization
- Implement IDirtyTrackerService to track dirty objects and assets based on UndoService version tracking
- Update SceneAssetHandler to save scene assets via SceneSerializationService and register scene instances on load
- Refactor entity hierarchy sorting in SceneSerializationService to use high-performance UnsafeList and UnsafeHashMap structures
- Introduce ShortcutAttribute and update MenuUtility to support keyboard accelerators on menu items
- Map Ctrl+S shortcut to save dirty assets using the new File/Save command
This commit is contained in:
2026-06-02 17:28:20 +09:00
parent 5b34da6d6c
commit f552a4e9e1
31 changed files with 445 additions and 200 deletions

View File

@@ -0,0 +1,100 @@
using Ghost.Editor.Core.Contracts;
namespace Ghost.Editor.Core;
/// <summary>
/// The base class for all objects that can be tracked and recorded by the Undo system.
/// </summary>
public abstract class GhostObject : IDisposable
{
/// <summary>
/// A persistent unique identifier used to track this object across Undo/Redo operations,
/// even if the underlying object is destroyed and resurrected.
/// </summary>
public Guid InstanceID { get; protected set; }
// Use WeakReference so we don't prevent Garbage Collection of dead objects
private static readonly Dictionary<Guid, WeakReference<GhostObject>> s_objectRegistry = new();
public static event Action<GhostObject>? OnObjectModified;
protected GhostObject()
{
InstanceID = Guid.NewGuid();
s_objectRegistry[InstanceID] = new WeakReference<GhostObject>(this);
}
protected GhostObject(Guid instanceID)
{
InstanceID = instanceID;
s_objectRegistry[InstanceID] = new WeakReference<GhostObject>(this);
}
/// <summary>
/// Resolves a GhostObject by its InstanceID in O(1) time.
/// </summary>
public static GhostObject? Find(Guid id)
{
if (s_objectRegistry.TryGetValue(id, out var weakRef))
{
if (weakRef.TryGetTarget(out var obj))
{
return obj;
}
else
{
// Dead object, GC has collected it
s_objectRegistry.Remove(id);
}
}
return null;
}
/// <summary>
/// Called before mutating state.
/// Hooks into the Undo and Dirty Tracking systems.
/// </summary>
public virtual void Modify()
{
OnObjectModified?.Invoke(this);
// TODO: Unify RecordObject in future sessions. For now, we skip IUndoService.RecordObject here
// since specialized methods are still required in UndoService.
// Mark dirty for persistence directly
EditorApplication.GetService<IDirtyTrackerService>().MarkDirty(this);
}
/// <summary>
/// Serializes the state of this object into a binary format.
/// </summary>
public virtual void SerializeState(BinaryWriter writer)
{
}
/// <summary>
/// Deserializes the state of this object from a binary format.
/// </summary>
public virtual void DeserializeState(BinaryReader reader)
{
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
s_objectRegistry.Remove(InstanceID);
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
~GhostObject()
{
Dispose(false);
}
}