383 lines
12 KiB
C#
383 lines
12 KiB
C#
/*---------------------------------------------------------------------------------------------
|
|
* 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.Diagnostics;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
using Unity.CodeEditor;
|
|
using System.Runtime.InteropServices;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
[assembly: InternalsVisibleTo("Unity.VisualStudio.EditorTests")]
|
|
[assembly: InternalsVisibleTo("Unity.VisualStudio.Standalone.EditorTests")]
|
|
[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]
|
|
|
|
namespace Microsoft.Unity.VisualStudio.Editor
|
|
{
|
|
[InitializeOnLoad]
|
|
public class VisualStudioEditor : IExternalCodeEditor
|
|
{
|
|
private static readonly IVisualStudioInstallation[] _installations;
|
|
|
|
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 => _installations
|
|
.Select(i => i.ToCodeEditorInstallation())
|
|
.ToArray();
|
|
|
|
private readonly IGenerator _generator = new ProjectGeneration();
|
|
|
|
static VisualStudioEditor()
|
|
{
|
|
try
|
|
{
|
|
_installations = Discovery
|
|
.GetVisualStudioInstallations()
|
|
.ToArray();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
UnityEngine.Debug.LogError($"Error detecting Visual Studio installations: {ex}");
|
|
_installations = Array.Empty<VisualStudioInstallation>();
|
|
}
|
|
|
|
CodeEditor.Register(new VisualStudioEditor());
|
|
}
|
|
|
|
internal static bool IsEnabled
|
|
{
|
|
get
|
|
{
|
|
return CodeEditor.CurrentEditor is VisualStudioEditor;
|
|
}
|
|
}
|
|
|
|
public void CreateIfDoesntExist()
|
|
{
|
|
if (!_generator.HasSolutionBeenGenerated())
|
|
_generator.Sync();
|
|
}
|
|
|
|
public void Initialize(string editorInstallationPath)
|
|
{
|
|
}
|
|
|
|
internal virtual bool TryGetVisualStudioInstallationForPath(string editorPath, out IVisualStudioInstallation installation)
|
|
{
|
|
// lookup for well known installations
|
|
foreach (var candidate in _installations)
|
|
{
|
|
if (!string.Equals(Path.GetFullPath(editorPath), Path.GetFullPath(candidate.Path), StringComparison.OrdinalIgnoreCase))
|
|
continue;
|
|
|
|
installation = candidate;
|
|
return true;
|
|
}
|
|
|
|
return Discovery.TryDiscoverInstallation(editorPath, out installation);
|
|
}
|
|
|
|
public virtual bool TryGetInstallationForPath(string editorPath, out CodeEditor.Installation installation)
|
|
{
|
|
var result = TryGetVisualStudioInstallationForPath(editorPath, out var vsi);
|
|
installation = vsi == null ? default : vsi.ToCodeEditorInstallation();
|
|
return result;
|
|
}
|
|
|
|
public void OnGUI()
|
|
{
|
|
GUILayout.BeginHorizontal();
|
|
GUILayout.FlexibleSpace();
|
|
|
|
var package = UnityEditor.PackageManager.PackageInfo.FindForAssembly(GetType().Assembly);
|
|
|
|
var style = new GUIStyle
|
|
{
|
|
richText = true,
|
|
margin = new RectOffset(0, 4, 0, 0)
|
|
};
|
|
|
|
GUILayout.Label($"<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()
|
|
{
|
|
AssetDatabase.Refresh();
|
|
_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";
|
|
case ProjectGenerationFlag.None:
|
|
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.ScriptingLanguageFor(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 bool OpenWindowsApp(string path, int line)
|
|
{
|
|
var progpath = FileUtility
|
|
.FindPackageAssetFullPath("COMIntegration a:packages", "COMIntegration.exe")
|
|
.FirstOrDefault();
|
|
|
|
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 process = new Process
|
|
{
|
|
StartInfo = new ProcessStartInfo
|
|
{
|
|
FileName = progpath,
|
|
Arguments = $"\"{CodeEditor.CurrentEditorInstallation}\" \"{absolutePath}\" {solution} {line}",
|
|
CreateNoWindow = true,
|
|
UseShellExecute = false,
|
|
RedirectStandardOutput = true,
|
|
RedirectStandardError = true,
|
|
}
|
|
};
|
|
var result = process.Start();
|
|
|
|
while (!process.StandardOutput.EndOfStream)
|
|
{
|
|
var outputLine = process.StandardOutput.ReadLine();
|
|
if (outputLine == "displayProgressBar")
|
|
{
|
|
EditorUtility.DisplayProgressBar("Opening Visual Studio", "Starting up Visual Studio, this might take some time.", .5f);
|
|
}
|
|
|
|
if (outputLine == "clearprogressbar")
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
|
|
var errorOutput = process.StandardError.ReadToEnd();
|
|
if (!string.IsNullOrEmpty(errorOutput))
|
|
{
|
|
Console.WriteLine("Error: \n" + errorOutput);
|
|
}
|
|
|
|
process.WaitForExit();
|
|
return result;
|
|
}
|
|
|
|
[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);
|
|
}
|
|
|
|
string solution = GetOrGenerateSolutionFile(path);
|
|
return OpenVisualStudio(CodeEditor.CurrentEditorInstallation, solution, absolutePath, line);
|
|
}
|
|
|
|
private string GetOrGenerateSolutionFile(string path)
|
|
{
|
|
var solution = GetSolutionFile(path);
|
|
if (solution == "")
|
|
{
|
|
_generator.Sync();
|
|
solution = GetSolutionFile(path);
|
|
}
|
|
|
|
return solution;
|
|
}
|
|
|
|
string GetSolutionFile(string path)
|
|
{
|
|
var solutionFile = _generator.SolutionFile();
|
|
if (File.Exists(solutionFile))
|
|
{
|
|
return solutionFile;
|
|
}
|
|
|
|
return "";
|
|
}
|
|
}
|
|
}
|