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254 lines
8.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEditor.PackageManager;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
namespace Packages.Rider.Editor.ProjectGeneration
{
internal class AssemblyNameProvider : IAssemblyNameProvider
{
private readonly Dictionary<string, PackageInfo> m_PackageInfoCache = new Dictionary<string, PackageInfo>();
private readonly Dictionary<string, ResponseFileData> m_ResponseFilesCache = new Dictionary<string, ResponseFileData>();
private readonly string[] _specialPackagesForProjectGen = new[] { "com.unity.entities", "com.unity.collections" };
ProjectGenerationFlag m_ProjectGenerationFlag = (ProjectGenerationFlag)EditorPrefs.GetInt("unity_project_generation_flag", 3);
public string[] ProjectSupportedExtensions => EditorSettings.projectGenerationUserExtensions;
public string ProjectGenerationRootNamespace => EditorSettings.projectGenerationRootNamespace;
private Assembly[] m_AllEditorAssemblies;
private Assembly[] m_AllPlayerAssemblies;
private Assembly[] m_AllAssemblies;
public ProjectGenerationFlag ProjectGenerationFlag
{
get => m_ProjectGenerationFlag;
private set
{
EditorPrefs.SetInt("unity_project_generation_flag", (int)value);
m_ProjectGenerationFlag = value;
}
}
public string GetAssemblyNameFromScriptPath(string path)
{
return CompilationPipeline.GetAssemblyNameFromScriptPath(path);
}
public Assembly[] GetAllAssemblies()
{
if (m_AllEditorAssemblies == null)
{
m_AllEditorAssemblies = GetAssembliesByType(AssembliesType.Editor);
m_AllAssemblies = m_AllEditorAssemblies;
}
if (ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.PlayerAssemblies))
{
if (m_AllPlayerAssemblies == null)
{
m_AllPlayerAssemblies = GetAssembliesByType(AssembliesType.Player);
m_AllAssemblies = new Assembly[m_AllEditorAssemblies.Length + m_AllPlayerAssemblies.Length];
Array.Copy(m_AllEditorAssemblies, m_AllAssemblies, m_AllEditorAssemblies.Length);
Array.Copy(m_AllPlayerAssemblies, 0, m_AllAssemblies, m_AllEditorAssemblies.Length, m_AllPlayerAssemblies.Length);
}
}
return m_AllAssemblies;
}
private static Assembly[] GetAssembliesByType(AssembliesType type)
{
// This is a very expensive Unity call...
var compilationPipelineAssemblies = CompilationPipeline.GetAssemblies(type);
var assemblies = new Assembly[compilationPipelineAssemblies.Length];
var i = 0;
foreach (var compilationPipelineAssembly in compilationPipelineAssemblies)
{
// The CompilationPipeline's assemblies have an output path of Libraries/ScriptAssemblies
// TODO: It might be worth using the app's copy of Assembly and updating output path when we need it
// But that requires tracking editor and player assemblies separately
var outputPath = type == AssembliesType.Editor
? $@"Temp\Bin\Debug\{compilationPipelineAssembly.name}\"
: $@"Temp\Bin\Debug\{compilationPipelineAssembly.name}\Player\";
assemblies[i] = new Assembly(
compilationPipelineAssembly.name,
outputPath,
compilationPipelineAssembly.sourceFiles,
compilationPipelineAssembly.defines,
compilationPipelineAssembly.assemblyReferences,
compilationPipelineAssembly.compiledAssemblyReferences,
compilationPipelineAssembly.flags,
compilationPipelineAssembly.compilerOptions
#if UNITY_2020_2_OR_NEWER
, compilationPipelineAssembly.rootNamespace
#endif
);
i++;
}
return assemblies;
}
public Assembly GetNamedAssembly(string name)
{
foreach (var assembly in GetAllAssemblies())
{
if (assembly.name == name)
return assembly;
}
return null;
}
public string GetProjectName(string name, string[] defines)
{
if (!ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.PlayerAssemblies))
return name;
return !defines.Contains("UNITY_EDITOR") ? name + ".Player" : name;
}
public IEnumerable<string> GetAllAssetPaths()
{
return AssetDatabase.GetAllAssetPaths();
}
private static string GetPackageRootDirectoryName(string assetPath)
{
const string packagesPrefix = "packages/";
if (!assetPath.StartsWith(packagesPrefix, StringComparison.OrdinalIgnoreCase))
{
return null;
}
var followupSeparator = assetPath.IndexOf('/', packagesPrefix.Length);
// Note that we return the first path segment without modifying/normalising case!
return followupSeparator == -1 ? assetPath : assetPath.Substring(0, followupSeparator);
}
public PackageInfo GetPackageInfoForAssetPath(string assetPath)
{
var packageName = GetPackageRootDirectoryName(assetPath);
if (packageName == null)
{
return null;
}
// Assume the package name casing is consistent. If it's not, we'll fall back to an uppercase variant that's
// saved in the same dictionary. This gives us cheaper case sensitive matching, with a fallback if our assumption
// is incorrect
if (m_PackageInfoCache.TryGetValue(packageName, out var cachedPackageInfo))
return cachedPackageInfo;
var packageNameUpper = packageName.ToUpperInvariant();
if (m_PackageInfoCache.TryGetValue(packageNameUpper, out cachedPackageInfo))
return cachedPackageInfo;
var result = PackageInfo.FindForAssetPath(packageName);
m_PackageInfoCache[packageName] = result;
m_PackageInfoCache[packageNameUpper] = result;
return result;
}
public void ResetCaches()
{
m_PackageInfoCache.Clear();
m_ResponseFilesCache.Clear();
m_AllEditorAssemblies = null;
m_AllPlayerAssemblies = null;
}
public bool IsInternalizedPackagePath(string path)
{
if (string.IsNullOrEmpty(path))
{
return false;
}
var packageInfo = GetPackageInfoForAssetPath(path);
if (packageInfo == null)
{
return false;
}
if (ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.PlayerAssemblies) && _specialPackagesForProjectGen.Contains(packageInfo.name))
{
// special case for RIDER-104519 Rider is reporting errors in scripts that work fine in Unity when utilizing DOTS
// it would be better to only generate .Player projects and not Editor ones, but that would require big changes in ProjectGeneration
return false;
}
var packageSource = packageInfo.source;
switch (packageSource)
{
case PackageSource.Embedded:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Embedded);
case PackageSource.Registry:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Registry);
case PackageSource.BuiltIn:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.BuiltIn);
case PackageSource.Unknown:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Unknown);
case PackageSource.Local:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Local);
case PackageSource.Git:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Git);
#if UNITY_2019_3_OR_NEWER
case PackageSource.LocalTarball:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.LocalTarBall);
#endif
}
return false;
}
public ResponseFileData ParseResponseFile(string responseFilePath, string projectDirectory,
ApiCompatibilityLevel apiCompatibilityLevel)
{
var key = responseFilePath + ":" + (int) apiCompatibilityLevel;
if (!m_ResponseFilesCache.TryGetValue(key, out var responseFileData))
{
var systemReferenceDirectories =
CompilationPipeline.GetSystemAssemblyDirectories(apiCompatibilityLevel);
responseFileData = CompilationPipeline.ParseResponseFile(
responseFilePath,
projectDirectory,
systemReferenceDirectories
);
m_ResponseFilesCache.Add(key, responseFileData);
}
return responseFileData;
}
public IEnumerable<string> GetRoslynAnalyzerPaths()
{
return PluginImporter.GetAllImporters()
.Where(i => !i.isNativePlugin && AssetDatabase.GetLabels(i).SingleOrDefault(l => l == "RoslynAnalyzer") != null)
.Select(i => i.assetPath);
}
public void ToggleProjectGeneration(ProjectGenerationFlag preference)
{
if (ProjectGenerationFlag.HasFlag(preference))
{
ProjectGenerationFlag ^= preference;
}
else
{
ProjectGenerationFlag |= preference;
}
}
public void ResetProjectGenerationFlag()
{
ProjectGenerationFlag = ProjectGenerationFlag.None;
}
}
}