File size: 13,534 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 | /*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Runtime.CompilerServices;
using UnityEditor;
using UnityEngine;
using Unity.CodeEditor;
using System.Threading;
using System.Collections.Concurrent;
[assembly: InternalsVisibleTo("Unity.VisualStudio.EditorTests")]
[assembly: InternalsVisibleTo("Unity.VisualStudio.Standalone.EditorTests")]
[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]
namespace Microsoft.Unity.VisualStudio.Editor
{
[InitializeOnLoad]
public class VisualStudioEditor : IExternalCodeEditor
{
internal static bool IsOSX => Application.platform == RuntimePlatform.OSXEditor;
internal static bool IsWindows => !IsOSX && Path.DirectorySeparatorChar == FileUtility.WinSeparator && Environment.NewLine == "\r\n";
CodeEditor.Installation[] IExternalCodeEditor.Installations => _discoverInstallations.Result
.Select(i => i.ToCodeEditorInstallation())
.ToArray();
private static readonly AsyncOperation<IVisualStudioInstallation[]> _discoverInstallations;
private readonly IGenerator _generator = new ProjectGeneration();
static VisualStudioEditor()
{
if (!UnityInstallation.IsMainUnityEditorProcess)
return;
if (IsWindows)
Discovery.FindVSWhere();
CodeEditor.Register(new VisualStudioEditor());
_discoverInstallations = AsyncOperation<IVisualStudioInstallation[]>.Run(DiscoverInstallations);
}
private static IVisualStudioInstallation[] DiscoverInstallations()
{
try
{
return Discovery
.GetVisualStudioInstallations()
.ToArray();
}
catch (Exception ex)
{
UnityEngine.Debug.LogError($"Error detecting Visual Studio installations: {ex}");
return Array.Empty<IVisualStudioInstallation>();
}
}
internal static bool IsEnabled => CodeEditor.CurrentEditor is VisualStudioEditor && UnityInstallation.IsMainUnityEditorProcess;
// this one seems legacy and not used anymore
// keeping it for now given it is public, so we need a major bump to remove it
public void CreateIfDoesntExist()
{
if (!_generator.HasSolutionBeenGenerated())
_generator.Sync();
}
public void Initialize(string editorInstallationPath)
{
}
internal virtual bool TryGetVisualStudioInstallationForPath(string editorPath, bool searchInstallations, out IVisualStudioInstallation installation)
{
if (searchInstallations)
{
// lookup for well known installations
foreach (var candidate in _discoverInstallations.Result)
{
if (!string.Equals(Path.GetFullPath(editorPath), Path.GetFullPath(candidate.Path), StringComparison.OrdinalIgnoreCase))
continue;
installation = candidate;
return true;
}
}
return Discovery.TryDiscoverInstallation(editorPath, out installation);
}
public virtual bool TryGetInstallationForPath(string editorPath, out CodeEditor.Installation installation)
{
var result = TryGetVisualStudioInstallationForPath(editorPath, searchInstallations: false, out var vsi);
installation = vsi == null ? default : vsi.ToCodeEditorInstallation();
return result;
}
public void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
var package = UnityEditor.PackageManager.PackageInfo.FindForAssembly(GetType().Assembly);
var style = new GUIStyle
{
richText = true,
margin = new RectOffset(0, 4, 0, 0)
};
GUILayout.Label($"<size=10><color=grey>{package.displayName} v{package.version} enabled</color></size>", style);
GUILayout.EndHorizontal();
EditorGUILayout.LabelField("Generate .csproj files for:");
EditorGUI.indentLevel++;
SettingsButton(ProjectGenerationFlag.Embedded, "Embedded packages", "");
SettingsButton(ProjectGenerationFlag.Local, "Local packages", "");
SettingsButton(ProjectGenerationFlag.Registry, "Registry packages", "");
SettingsButton(ProjectGenerationFlag.Git, "Git packages", "");
SettingsButton(ProjectGenerationFlag.BuiltIn, "Built-in packages", "");
SettingsButton(ProjectGenerationFlag.LocalTarBall, "Local tarball", "");
SettingsButton(ProjectGenerationFlag.Unknown, "Packages from unknown sources", "");
SettingsButton(ProjectGenerationFlag.PlayerAssemblies, "Player projects", "For each player project generate an additional csproj with the name 'project-player.csproj'");
RegenerateProjectFiles();
EditorGUI.indentLevel--;
}
void RegenerateProjectFiles()
{
var rect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { }));
rect.width = 252;
if (GUI.Button(rect, "Regenerate project files"))
{
_generator.Sync();
}
}
void SettingsButton(ProjectGenerationFlag preference, string guiMessage, string toolTip)
{
var prevValue = _generator.AssemblyNameProvider.ProjectGenerationFlag.HasFlag(preference);
var newValue = EditorGUILayout.Toggle(new GUIContent(guiMessage, toolTip), prevValue);
if (newValue != prevValue)
{
_generator.AssemblyNameProvider.ToggleProjectGeneration(preference);
}
}
public void SyncIfNeeded(string[] addedFiles, string[] deletedFiles, string[] movedFiles, string[] movedFromFiles, string[] importedFiles)
{
_generator.SyncIfNeeded(addedFiles.Union(deletedFiles).Union(movedFiles).Union(movedFromFiles), importedFiles);
foreach (var file in importedFiles.Where(a => Path.GetExtension(a) == ".pdb"))
{
var pdbFile = FileUtility.GetAssetFullPath(file);
// skip Unity packages like com.unity.ext.nunit
if (pdbFile.IndexOf($"{Path.DirectorySeparatorChar}com.unity.", StringComparison.OrdinalIgnoreCase) > 0)
continue;
var asmFile = Path.ChangeExtension(pdbFile, ".dll");
if (!File.Exists(asmFile) || !Image.IsAssembly(asmFile))
continue;
if (Symbols.IsPortableSymbolFile(pdbFile))
continue;
UnityEngine.Debug.LogWarning($"Unity is only able to load mdb or portable-pdb symbols. {file} is using a legacy pdb format.");
}
}
public void SyncAll()
{
_generator.Sync();
}
bool IsSupportedPath(string path)
{
// Path is empty with "Open C# Project", as we only want to open the solution without specific files
if (string.IsNullOrEmpty(path))
return true;
// cs, uxml, uss, shader, compute, cginc, hlsl, glslinc, template are part of Unity builtin extensions
// txt, xml, fnt, cd are -often- par of Unity user extensions
// asdmdef is mandatory included
if (_generator.IsSupportedFile(path))
return true;
return false;
}
private static void CheckCurrentEditorInstallation()
{
var editorPath = CodeEditor.CurrentEditorInstallation;
try
{
if (Discovery.TryDiscoverInstallation(editorPath, out _))
return;
}
catch (IOException)
{
}
UnityEngine.Debug.LogWarning($"Visual Studio executable {editorPath} is not found. Please change your settings in Edit > Preferences > External Tools.");
}
public bool OpenProject(string path, int line, int column)
{
CheckCurrentEditorInstallation();
if (!IsSupportedPath(path))
return false;
if (!IsProjectGeneratedFor(path, out var missingFlag))
UnityEngine.Debug.LogWarning($"You are trying to open {path} outside a generated project. This might cause problems with IntelliSense and debugging. To avoid this, you can change your .csproj preferences in Edit > Preferences > External Tools and enable {GetProjectGenerationFlagDescription(missingFlag)} generation.");
if (IsOSX)
return OpenOSXApp(path, line, column);
if (IsWindows)
return OpenWindowsApp(path, line);
return false;
}
private static string GetProjectGenerationFlagDescription(ProjectGenerationFlag flag)
{
switch (flag)
{
case ProjectGenerationFlag.BuiltIn:
return "Built-in packages";
case ProjectGenerationFlag.Embedded:
return "Embedded packages";
case ProjectGenerationFlag.Git:
return "Git packages";
case ProjectGenerationFlag.Local:
return "Local packages";
case ProjectGenerationFlag.LocalTarBall:
return "Local tarball";
case ProjectGenerationFlag.PlayerAssemblies:
return "Player projects";
case ProjectGenerationFlag.Registry:
return "Registry packages";
case ProjectGenerationFlag.Unknown:
return "Packages from unknown sources";
default:
return string.Empty;
}
}
private bool IsProjectGeneratedFor(string path, out ProjectGenerationFlag missingFlag)
{
missingFlag = ProjectGenerationFlag.None;
// No need to check when opening the whole solution
if (string.IsNullOrEmpty(path))
return true;
// We only want to check for cs scripts
if (ProjectGeneration.ScriptingLanguageForFile(path) != ScriptingLanguage.CSharp)
return true;
// Even on windows, the package manager requires relative path + unix style separators for queries
var basePath = _generator.ProjectDirectory;
var relativePath = FileUtility
.NormalizeWindowsToUnix(path)
.Replace(basePath, string.Empty)
.Trim(FileUtility.UnixSeparator);
var packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssetPath(relativePath);
if (packageInfo == null)
return true;
var source = packageInfo.source;
if (!Enum.TryParse<ProjectGenerationFlag>(source.ToString(), out var flag))
return true;
if (_generator.AssemblyNameProvider.ProjectGenerationFlag.HasFlag(flag))
return true;
// Return false if we found a source not flagged for generation
missingFlag = flag;
return false;
}
private enum COMIntegrationState
{
Running,
DisplayProgressBar,
ClearProgressBar,
Exited
}
private bool OpenWindowsApp(string path, int line)
{
var progpath = FileUtility.GetPackageAssetFullPath("Editor", "COMIntegration", "Release", "COMIntegration.exe");
if (string.IsNullOrWhiteSpace(progpath))
return false;
string absolutePath = "";
if (!string.IsNullOrWhiteSpace(path))
{
absolutePath = Path.GetFullPath(path);
}
// We remove all invalid chars from the solution filename, but we cannot prevent the user from using a specific path for the Unity project
// So process the fullpath to make it compatible with VS
var solution = GetOrGenerateSolutionFile(path);
if (!string.IsNullOrWhiteSpace(solution))
{
solution = $"\"{solution}\"";
solution = solution.Replace("^", "^^");
}
var psi = ProcessRunner.ProcessStartInfoFor(progpath, $"\"{CodeEditor.CurrentEditorInstallation}\" {solution} \"{absolutePath}\" {line}");
psi.StandardOutputEncoding = System.Text.Encoding.Unicode;
psi.StandardErrorEncoding = System.Text.Encoding.Unicode;
// inter thread communication
var messages = new BlockingCollection<COMIntegrationState>();
var asyncStart = AsyncOperation<ProcessRunnerResult>.Run(
() => ProcessRunner.StartAndWaitForExit(psi, onOutputReceived: data => OnOutputReceived(data, messages)),
e => new ProcessRunnerResult {Success = false, Error = e.Message, Output = string.Empty},
() => messages.Add(COMIntegrationState.Exited)
);
MonitorCOMIntegration(messages);
var result = asyncStart.Result;
if (!result.Success && !string.IsNullOrWhiteSpace(result.Error))
Debug.LogError($"Error while starting Visual Studio: {result.Error}");
return result.Success;
}
private static void MonitorCOMIntegration(BlockingCollection<COMIntegrationState> messages)
{
var displayingProgress = false;
COMIntegrationState state;
do
{
state = messages.Take();
switch (state)
{
case COMIntegrationState.ClearProgressBar:
EditorUtility.ClearProgressBar();
displayingProgress = false;
break;
case COMIntegrationState.DisplayProgressBar:
EditorUtility.DisplayProgressBar("Opening Visual Studio", "Starting up Visual Studio, this might take some time.", .5f);
displayingProgress = true;
break;
}
} while (state != COMIntegrationState.Exited);
// Make sure the progress bar is properly cleared in case of COMIntegration failure
if (displayingProgress)
EditorUtility.ClearProgressBar();
}
private static readonly COMIntegrationState[] ProgressBarCommands = {COMIntegrationState.DisplayProgressBar, COMIntegrationState.ClearProgressBar};
private static void OnOutputReceived(string data, BlockingCollection<COMIntegrationState> messages)
{
if (data == null)
return;
foreach (var cmd in ProgressBarCommands)
{
if (data.IndexOf(cmd.ToString(), StringComparison.OrdinalIgnoreCase) >= 0)
messages.Add(cmd);
}
}
[DllImport("AppleEventIntegration")]
static extern bool OpenVisualStudio(string appPath, string solutionPath, string filePath, int line);
bool OpenOSXApp(string path, int line, int column)
{
string absolutePath = "";
if (!string.IsNullOrWhiteSpace(path))
{
absolutePath = Path.GetFullPath(path);
}
var solution = GetOrGenerateSolutionFile(path);
return OpenVisualStudio(CodeEditor.CurrentEditorInstallation, solution, absolutePath, line);
}
private string GetOrGenerateSolutionFile(string path)
{
_generator.Sync();
return _generator.SolutionFile();
}
}
}
|