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better-tee/Assets/Packages/Mirror/Editor/Weaver/CompilationFinishedHook.cs

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2019-09-17 15:43:32 +00:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEngine;
using UnityAssembly = UnityEditor.Compilation.Assembly;
namespace Mirror.Weaver
{
public static class CompilationFinishedHook
{
const string MirrorRuntimeAssemblyName = "Mirror";
const string MirrorWeaverAssemblyName = "Mirror.Weaver";
public static Action<string> OnWeaverMessage; // delegate for subscription to Weaver debug messages
public static Action<string> OnWeaverWarning; // delegate for subscription to Weaver warning messages
public static Action<string> OnWeaverError; // delete for subscription to Weaver error messages
public static bool WeaverEnabled { get; set; } // controls whether we weave any assemblies when CompilationPipeline delegates are invoked
public static bool UnityLogEnabled = true; // controls weather Weaver errors are reported direct to the Unity console (tests enable this)
public static bool WeaveFailed { get; private set; } // holds the result status of our latest Weave operation
// debug message handler that also calls OnMessageMethod delegate
static void HandleMessage(string msg)
{
if (UnityLogEnabled) Debug.Log(msg);
if (OnWeaverMessage != null) OnWeaverMessage.Invoke(msg);
}
// warning message handler that also calls OnWarningMethod delegate
static void HandleWarning(string msg)
{
if (UnityLogEnabled) Debug.LogWarning(msg);
if (OnWeaverWarning != null) OnWeaverWarning.Invoke(msg);
}
// error message handler that also calls OnErrorMethod delegate
static void HandleError(string msg)
{
if (UnityLogEnabled) Debug.LogError(msg);
if (OnWeaverError != null) OnWeaverError.Invoke(msg);
}
[InitializeOnLoadMethod]
static void OnInitializeOnLoad()
{
CompilationPipeline.assemblyCompilationFinished += OnCompilationFinished;
}
static string FindMirrorRuntime()
{
foreach (UnityAssembly assembly in CompilationPipeline.GetAssemblies())
{
if (assembly.name == MirrorRuntimeAssemblyName)
{
return assembly.outputPath;
}
}
return "";
}
static bool CompilerMessagesContainError(CompilerMessage[] messages)
{
return messages.Any(msg => msg.type == CompilerMessageType.Error);
}
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
if (assemblyPath.Contains("-Editor") || assemblyPath.Contains(".Editor"))
{
return;
}
// don't weave mirror files
string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
if (assemblyName == MirrorRuntimeAssemblyName || assemblyName == MirrorWeaverAssemblyName)
{
return;
}
// find Mirror.dll
string mirrorRuntimeDll = FindMirrorRuntime();
if (string.IsNullOrEmpty(mirrorRuntimeDll))
{
Debug.LogError("Failed to find Mirror runtime assembly");
return;
}
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;
}
// build directory list for later asm/symbol resolving using CompilationPipeline refs
HashSet<string> dependencyPaths = new HashSet<string>();
dependencyPaths.Add(Path.GetDirectoryName(assemblyPath));
foreach (UnityAssembly unityAsm in CompilationPipeline.GetAssemblies())
{
if (unityAsm.outputPath != assemblyPath) continue;
foreach (string unityAsmRef in unityAsm.compiledAssemblyReferences)
{
dependencyPaths.Add(Path.GetDirectoryName(unityAsmRef));
}
}
// passing null in the outputDirectory param will do an in-place update of the assembly
if (Program.Process(unityEngineCoreModuleDLL, mirrorRuntimeDll, null, new[] { assemblyPath }, dependencyPaths.ToArray(), HandleWarning, HandleError))
{
WeaveFailed = false;
//Debug.Log("Weaving succeeded for: " + assemblyPath);
}
else
{
WeaveFailed = true;
if (UnityLogEnabled) Debug.LogError("Weaving failed for: " + assemblyPath);
}
}
}
}