mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 23:34:18 +00:00
141 lines
5.6 KiB
C#
141 lines
5.6 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|
|
}
|