slowpoker/Assets/Mirror/Editor/Weaver/EntryPoint/CompilationFinishedHook.cs
2024-10-17 17:23:05 +03:00

189 lines
7.4 KiB
C#

// for Unity 2020+ we use ILPostProcessor.
// only automatically invoke it for older versions.
#if !UNITY_2020_3_OR_NEWER
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Mono.CecilX;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEngine;
using UnityAssembly = UnityEditor.Compilation.Assembly;
namespace Mirror.Weaver
{
public static class CompilationFinishedHook
{
// needs to be the same as Weaver.MirrorAssemblyName!
const string MirrorRuntimeAssemblyName = "Mirror";
const string MirrorWeaverAssemblyName = "Mirror.Weaver";
// global weaver define so that tests can use it
internal static Weaver weaver;
// delegate for subscription to Weaver warning messages
public static Action<string> OnWeaverWarning;
// delete for subscription to Weaver error messages
public static Action<string> OnWeaverError;
// controls whether Weaver errors are reported direct to the Unity console (tests enable this)
public static bool UnityLogEnabled = true;
[InitializeOnLoadMethod]
public static void OnInitializeOnLoad()
{
CompilationPipeline.assemblyCompilationFinished += OnCompilationFinished;
// We only need to run this once per session
// after that, all assemblies will be weaved by the event
if (!SessionState.GetBool("MIRROR_WEAVED", false))
{
// reset session flag
SessionState.SetBool("MIRROR_WEAVED", true);
SessionState.SetBool("MIRROR_WEAVE_SUCCESS", true);
WeaveExistingAssemblies();
}
}
public static void WeaveExistingAssemblies()
{
foreach (UnityAssembly assembly in CompilationPipeline.GetAssemblies())
{
if (File.Exists(assembly.outputPath))
{
OnCompilationFinished(assembly.outputPath, new CompilerMessage[0]);
}
}
EditorUtility.RequestScriptReload();
}
static Assembly FindCompilationPipelineAssembly(string assemblyName) =>
CompilationPipeline.GetAssemblies().First(assembly => assembly.name == assemblyName);
static bool CompilerMessagesContainError(CompilerMessage[] messages) =>
messages.Any(msg => msg.type == CompilerMessageType.Error);
public static void OnCompilationFinished(string assemblyPath, CompilerMessage[] messages)
{
// Do nothing if there were compile errors on the target
if (CompilerMessagesContainError(messages))
{
Debug.Log("Weaver: stop because compile errors on target");
return;
}
// Should not run on the editor only assemblies (test ones still need to be weaved)
if (assemblyPath.Contains("-Editor") ||
(assemblyPath.Contains(".Editor") && !assemblyPath.Contains(".Tests")))
{
return;
}
// skip Mirror.dll because CompilationFinishedHook can't weave itself.
// this would cause a sharing violation.
// skip Mirror.Weaver.dll too.
string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
if (assemblyName == MirrorRuntimeAssemblyName || assemblyName == MirrorWeaverAssemblyName)
{
return;
}
// find Mirror.dll
Assembly mirrorAssembly = FindCompilationPipelineAssembly(MirrorRuntimeAssemblyName);
if (mirrorAssembly == null)
{
Debug.LogError("Failed to find Mirror runtime assembly");
return;
}
string mirrorRuntimeDll = mirrorAssembly.outputPath;
if (!File.Exists(mirrorRuntimeDll))
{
// this is normal, it happens with any assembly that is built before mirror
// such as unity packages or your own assemblies
// those don't need to be weaved
// if any assembly depends on mirror, then it will be built after
return;
}
// find UnityEngine.CoreModule.dll
string unityEngineCoreModuleDLL = UnityEditorInternal.InternalEditorUtility.GetEngineCoreModuleAssemblyPath();
if (string.IsNullOrEmpty(unityEngineCoreModuleDLL))
{
Debug.LogError("Failed to find UnityEngine assembly");
return;
}
HashSet<string> dependencyPaths = GetDependencyPaths(assemblyPath);
dependencyPaths.Add(Path.GetDirectoryName(mirrorRuntimeDll));
dependencyPaths.Add(Path.GetDirectoryName(unityEngineCoreModuleDLL));
if (!WeaveFromFile(assemblyPath, dependencyPaths.ToArray()))
{
// Set false...will be checked in \Editor\EnterPlayModeSettingsCheck.CheckSuccessfulWeave()
SessionState.SetBool("MIRROR_WEAVE_SUCCESS", false);
if (UnityLogEnabled) Debug.LogError($"Weaving failed for {assemblyPath}");
}
}
static HashSet<string> GetDependencyPaths(string assemblyPath)
{
// build directory list for later asm/symbol resolving using CompilationPipeline refs
HashSet<string> dependencyPaths = new HashSet<string>
{
Path.GetDirectoryName(assemblyPath)
};
foreach (Assembly assembly in CompilationPipeline.GetAssemblies())
{
if (assembly.outputPath == assemblyPath)
{
foreach (string reference in assembly.compiledAssemblyReferences)
{
dependencyPaths.Add(Path.GetDirectoryName(reference));
}
}
}
return dependencyPaths;
}
// helper function to invoke Weaver with an AssemblyDefinition from a
// file path, with dependencies added.
static bool WeaveFromFile(string assemblyPath, string[] dependencies)
{
// resolve assembly from stream
using (DefaultAssemblyResolver asmResolver = new DefaultAssemblyResolver())
using (AssemblyDefinition assembly = AssemblyDefinition.ReadAssembly(assemblyPath, new ReaderParameters{ ReadWrite = true, ReadSymbols = true, AssemblyResolver = asmResolver }))
{
// add this assembly's path and unity's assembly path
asmResolver.AddSearchDirectory(Path.GetDirectoryName(assemblyPath));
asmResolver.AddSearchDirectory(Helpers.UnityEngineDllDirectoryName());
// add dependencies
if (dependencies != null)
{
foreach (string path in dependencies)
{
asmResolver.AddSearchDirectory(path);
}
}
// create weaver with logger
weaver = new Weaver(new CompilationFinishedLogger());
if (weaver.Weave(assembly, asmResolver, out bool modified))
{
// write changes to file if modified
if (modified)
assembly.Write(new WriterParameters{WriteSymbols = true});
return true;
}
return false;
}
}
}
}
#endif