mirror of
https://github.com/smyalygames/monopoly.git
synced 2025-05-18 14:24:12 +02:00
176 lines
6.5 KiB
C#
176 lines
6.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Compilation;
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using UnityEngine;
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using UnityAssembly = UnityEditor.Compilation.Assembly;
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namespace Mirror.Weaver
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{
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public static class CompilationFinishedHook
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{
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const string MirrorRuntimeAssemblyName = "Mirror";
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const string MirrorWeaverAssemblyName = "Mirror.Weaver";
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// delegate for subscription to Weaver debug messages
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public static Action<string> OnWeaverMessage;
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// delegate for subscription to Weaver warning messages
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public static Action<string> OnWeaverWarning;
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// delete for subscription to Weaver error messages
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public static Action<string> OnWeaverError;
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// controls whether we weave any assemblies when CompilationPipeline delegates are invoked
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public static bool WeaverEnabled { get; set; }
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// controls weather Weaver errors are reported direct to the Unity console (tests enable this)
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public static bool UnityLogEnabled = true;
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// warning message handler that also calls OnWarningMethod delegate
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static void HandleWarning(string msg)
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{
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if (UnityLogEnabled) Debug.LogWarning(msg);
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if (OnWeaverWarning != null) OnWeaverWarning.Invoke(msg);
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}
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// error message handler that also calls OnErrorMethod delegate
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static void HandleError(string msg)
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{
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if (UnityLogEnabled) Debug.LogError(msg);
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if (OnWeaverError != null) OnWeaverError.Invoke(msg);
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}
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[InitializeOnLoadMethod]
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public static void OnInitializeOnLoad()
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{
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CompilationPipeline.assemblyCompilationFinished += OnCompilationFinished;
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// We only need to run this once per session
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// after that, all assemblies will be weaved by the event
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if (!SessionState.GetBool("MIRROR_WEAVED", false))
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{
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// reset session flag
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SessionState.SetBool("MIRROR_WEAVED", true);
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SessionState.SetBool("MIRROR_WEAVE_SUCCESS", true);
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WeaveExistingAssemblies();
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}
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}
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public static void WeaveExistingAssemblies()
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{
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foreach (UnityAssembly assembly in CompilationPipeline.GetAssemblies())
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{
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if (File.Exists(assembly.outputPath))
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{
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OnCompilationFinished(assembly.outputPath, new CompilerMessage[0]);
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}
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}
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#if UNITY_2019_3_OR_NEWER
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EditorUtility.RequestScriptReload();
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#else
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UnityEditorInternal.InternalEditorUtility.RequestScriptReload();
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#endif
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}
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static string FindMirrorRuntime()
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{
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foreach (UnityAssembly assembly in CompilationPipeline.GetAssemblies())
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{
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if (assembly.name == MirrorRuntimeAssemblyName)
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{
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return assembly.outputPath;
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}
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}
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return "";
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}
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static bool CompilerMessagesContainError(CompilerMessage[] messages)
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{
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return messages.Any(msg => msg.type == CompilerMessageType.Error);
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}
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static void OnCompilationFinished(string assemblyPath, CompilerMessage[] messages)
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{
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// Do nothing if there were compile errors on the target
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if (CompilerMessagesContainError(messages))
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{
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Debug.Log("Weaver: stop because compile errors on target");
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return;
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}
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// Should not run on the editor only assemblies
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if (assemblyPath.Contains("-Editor") || assemblyPath.Contains(".Editor"))
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{
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return;
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}
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// don't weave mirror files
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string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
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if (assemblyName == MirrorRuntimeAssemblyName || assemblyName == MirrorWeaverAssemblyName)
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{
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return;
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}
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// find Mirror.dll
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string mirrorRuntimeDll = FindMirrorRuntime();
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if (string.IsNullOrEmpty(mirrorRuntimeDll))
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{
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Debug.LogError("Failed to find Mirror runtime assembly");
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return;
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}
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if (!File.Exists(mirrorRuntimeDll))
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{
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// this is normal, it happens with any assembly that is built before mirror
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// such as unity packages or your own assemblies
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// those don't need to be weaved
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// if any assembly depends on mirror, then it will be built after
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return;
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}
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// find UnityEngine.CoreModule.dll
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string unityEngineCoreModuleDLL = UnityEditorInternal.InternalEditorUtility.GetEngineCoreModuleAssemblyPath();
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if (string.IsNullOrEmpty(unityEngineCoreModuleDLL))
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{
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Debug.LogError("Failed to find UnityEngine assembly");
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return;
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}
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HashSet<string> dependencyPaths = GetDependecyPaths(assemblyPath);
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dependencyPaths.Add(Path.GetDirectoryName(mirrorRuntimeDll));
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dependencyPaths.Add(Path.GetDirectoryName(unityEngineCoreModuleDLL));
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Log.WarningMethod = HandleWarning;
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Log.ErrorMethod = HandleError;
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if (!Weaver.WeaveAssembly(assemblyPath, dependencyPaths.ToArray()))
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{
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// Set false...will be checked in \Editor\EnterPlayModeSettingsCheck.CheckSuccessfulWeave()
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SessionState.SetBool("MIRROR_WEAVE_SUCCESS", false);
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if (UnityLogEnabled) Debug.LogError("Weaving failed for: " + assemblyPath);
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}
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}
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static HashSet<string> GetDependecyPaths(string assemblyPath)
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{
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// build directory list for later asm/symbol resolving using CompilationPipeline refs
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HashSet<string> dependencyPaths = new HashSet<string>
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{
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Path.GetDirectoryName(assemblyPath)
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};
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foreach (UnityAssembly unityAsm in CompilationPipeline.GetAssemblies())
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{
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if (unityAsm.outputPath != assemblyPath)
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continue;
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foreach (string unityAsmRef in unityAsm.compiledAssemblyReferences)
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{
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dependencyPaths.Add(Path.GetDirectoryName(unityAsmRef));
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}
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}
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return dependencyPaths;
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}
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}
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}
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