Esempio n. 1
0
        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;
            }

            HashSet <string> dependencyPaths = GetDependecyPaths(assemblyPath);

            // passing null in the outputDirectory param will do an in-place update of the assembly
            if (Weaver.Process(unityEngineCoreModuleDLL, mirrorRuntimeDll, null, new[] { assemblyPath }, dependencyPaths.ToArray(), HandleWarning, HandleError))
            {
                // NOTE: WeaveFailed is critical for unit tests but isn't used elsewhere
                WeaveFailed = false;
            }
            else
            {
                // Set false...will be checked in \Editor\EnterPlayModeSettingsCheck.CheckSuccessfulWeave()
                SessionState.SetBool("MIRROR_WEAVE_SUCCESS", false);

                WeaveFailed = true;
                //if (UnityLogEnabled) Debug.LogError("Weaving failed for: " + assemblyPath);
            }
        }