/// <inheritdoc/> public AssetCompilerResult Compile(CompilerContext context, AssetItem assetItem) { if (context == null) throw new ArgumentNullException("context"); if (assetItem == null) throw new ArgumentNullException("assetItem"); var compilerResult = new AssetCompilerResult(); if (assetItem.Package == null) { compilerResult.Warning("Asset [{0}] is not attached to a package", assetItem); return compilerResult; } var assetCompilerContext = (AssetCompilerContext)context; // create the a package that contains only the asset and its the dependencies var dependenciesCompilePackage = assetItem.Package.Session.CreateCompilePackageFromAsset(assetItem); var clonedAsset = dependenciesCompilePackage.FindAsset(assetItem.Id); CompileWithDependencies(assetCompilerContext, clonedAsset, assetItem, compilerResult); // Check unloadable items foreach (var currentAssetItem in dependenciesCompilePackage.Assets) { var unloadableItems = UnloadableObjectRemover.Run(currentAssetItem.Asset); foreach (var unloadableItem in unloadableItems) { compilerResult.Log(new AssetLogMessage(dependenciesCompilePackage, currentAssetItem.ToReference(), LogMessageType.Warning, $"Unable to load the object of type {unloadableItem.UnloadableObject.TypeName} which is located at [{unloadableItem.MemberPath}] in the asset")); } } // Find AssetBuildStep var assetBuildSteps = new Dictionary<AssetId, AssetBuildStep>(); foreach (var step in compilerResult.BuildSteps.EnumerateRecursively()) { var assetStep = step as AssetBuildStep; if (assetStep != null) { assetBuildSteps[assetStep.AssetItem.Id] = assetStep; } } // TODO: Refactor logging of CompilerApp and BuildEngine // Copy log top-level to proper asset build steps foreach (var message in compilerResult.Messages) { var assetMessage = message as AssetLogMessage; // Find asset (if nothing found, default to main asset) var assetId = assetMessage?.AssetReference.Id ?? assetItem.Id; AssetBuildStep assetBuildStep; if (assetBuildSteps.TryGetValue(assetId, out assetBuildStep)) { // Log to AssetBuildStep assetBuildStep.Logger?.Log(message); } } return compilerResult; }
/// <inheritdoc/> public AssetCompilerResult Compile(CompilerContext context, AssetItem assetItem) { if (context == null) { throw new ArgumentNullException("context"); } if (assetItem == null) { throw new ArgumentNullException("assetItem"); } var compilerResult = new AssetCompilerResult(); if (assetItem.Package == null) { compilerResult.Warning("Asset [{0}] is not attached to a package", assetItem); return(compilerResult); } var assetCompilerContext = (AssetCompilerContext)context; // create the a package that contains only the asset and its the dependencies var dependenciesCompilePackage = assetItem.Package.Session.CreateCompilePackageFromAsset(assetItem); var clonedAsset = dependenciesCompilePackage.FindAsset(assetItem.Id); CompileWithDependencies(assetCompilerContext, clonedAsset, assetItem, compilerResult); // Check unloadable items foreach (var currentAssetItem in dependenciesCompilePackage.Assets) { var unloadableItems = UnloadableObjectRemover.Run(currentAssetItem.Asset); foreach (var unloadableItem in unloadableItems) { compilerResult.Log(new AssetLogMessage(dependenciesCompilePackage, currentAssetItem.ToReference(), LogMessageType.Warning, $"Unable to load the object of type {unloadableItem.UnloadableObject.TypeName} which is located at [{unloadableItem.MemberPath}] in the asset")); } } // Find AssetBuildStep var assetBuildSteps = new Dictionary <AssetId, AssetBuildStep>(); foreach (var step in compilerResult.BuildSteps.EnumerateRecursively()) { var assetStep = step as AssetBuildStep; if (assetStep != null) { assetBuildSteps[assetStep.AssetItem.Id] = assetStep; } } // TODO: Refactor logging of CompilerApp and BuildEngine // Copy log top-level to proper asset build steps foreach (var message in compilerResult.Messages) { var assetMessage = message as AssetLogMessage; // Find asset (if nothing found, default to main asset) var assetId = assetMessage?.AssetReference.Id ?? assetItem.Id; AssetBuildStep assetBuildStep; if (assetBuildSteps.TryGetValue(assetId, out assetBuildStep)) { // Log to AssetBuildStep assetBuildStep.Logger?.Log(message); } } return(compilerResult); }
/// <summary> /// Compile the required build step necessary to produce the desired output item. /// </summary> /// <param name="context">The context.</param> /// <param name="compilationResult">The compilation result.</param> /// <param name="assetItem">The asset item.</param> protected ListBuildStep CompileItem(CompilerContext context, AssetCompilerResult compilationResult, AssetItem assetItem) { // First try to find an asset compiler for this particular asset. IAssetCompiler compiler; try { compiler = compilerRegistry.GetCompiler(assetItem.Asset.GetType()); } catch (Exception ex) { compilationResult.Error("Cannot find a compiler for asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return null; } if (compiler == null) { return null; } // Second we are compiling the asset (generating a build step) try { var resultPerAssetType = compiler.Compile(context, assetItem); // Raise the AssetCompiled event. var handler = AssetCompiled; if (handler != null) handler(this, new AssetCompiledArgs(assetItem, resultPerAssetType)); // TODO: See if this can be unified with PackageBuilder.BuildStepProcessed foreach (var message in resultPerAssetType.Messages) { var assetMessage = new AssetLogMessage(null, assetItem.ToReference(), message.Type, AssetMessageCode.CompilationMessage, assetItem.Location, message.Text) { Exception = message is LogMessage ? ((LogMessage)message).Exception : null }; // Forward log messages to compilationResult compilationResult.Log(assetMessage); // Forward log messages to build step logger resultPerAssetType.BuildSteps.Logger.Log(assetMessage); } // Make the build step fail if there was an error during compiling (only when we are compiling the build steps of an asset) if (resultPerAssetType.BuildSteps is AssetBuildStep && resultPerAssetType.BuildSteps.Logger.HasErrors) resultPerAssetType.BuildSteps.Add(new CommandBuildStep(new FailedCommand(assetItem.Location))); // Build the module string var assetAbsolutePath = assetItem.FullPath; assetAbsolutePath = Path.GetFullPath(assetAbsolutePath); var module = string.Format("{0}(1,1)", assetAbsolutePath); // Assign module string to all command build steps SetModule(resultPerAssetType.BuildSteps, module); // Add a wait command to the build steps if required by the item build if (resultPerAssetType.ShouldWaitForPreviousBuilds) compilationResult.BuildSteps.Add(new WaitBuildStep()); foreach (var buildStep in resultPerAssetType.BuildSteps) { buildStep.Priority = latestPriority++; } // Add the item result build steps the item list result build steps return resultPerAssetType.BuildSteps; } catch (Exception ex) { compilationResult.Error("Unexpected exception while compiling asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return null; } }
/// <summary> /// Compile the required build step necessary to produce the desired output item. /// </summary> /// <param name="context">The context.</param> /// <param name="compilationResult">The compilation result.</param> /// <param name="assetItem">The asset item.</param> protected ListBuildStep CompileItem(CompilerContext context, AssetCompilerResult compilationResult, AssetItem assetItem) { // First try to find an asset compiler for this particular asset. IAssetCompiler compiler; try { compiler = compilerRegistry.GetCompiler(assetItem.Asset.GetType()); } catch (Exception ex) { compilationResult.Error("Cannot find a compiler for asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return(null); } if (compiler == null) { return(null); } // Second we are compiling the asset (generating a build step) try { var resultPerAssetType = compiler.Compile(context, assetItem); // Raise the AssetCompiled event. var handler = AssetCompiled; if (handler != null) { handler(this, new AssetCompiledArgs(assetItem, resultPerAssetType)); } // TODO: See if this can be unified with PackageBuilder.BuildStepProcessed foreach (var message in resultPerAssetType.Messages) { var assetMessage = new AssetLogMessage(null, assetItem.ToReference(), message.Type, AssetMessageCode.CompilationMessage, assetItem.Location, message.Text) { Exception = message is LogMessage ? ((LogMessage)message).Exception : null }; // Forward log messages to compilationResult compilationResult.Log(assetMessage); // Forward log messages to build step logger resultPerAssetType.BuildSteps.Logger.Log(assetMessage); } // Make the build step fail if there was an error during compiling (only when we are compiling the build steps of an asset) if (resultPerAssetType.BuildSteps is AssetBuildStep && resultPerAssetType.BuildSteps.Logger.HasErrors) { resultPerAssetType.BuildSteps.Add(new CommandBuildStep(new FailedCommand(assetItem.Location))); } // Build the module string var assetAbsolutePath = assetItem.FullPath; assetAbsolutePath = Path.GetFullPath(assetAbsolutePath); var module = string.Format("{0}(1,1)", assetAbsolutePath); // Assign module string to all command build steps SetModule(resultPerAssetType.BuildSteps, module); // Add a wait command to the build steps if required by the item build if (resultPerAssetType.ShouldWaitForPreviousBuilds) { compilationResult.BuildSteps.Add(new WaitBuildStep()); } foreach (var buildStep in resultPerAssetType.BuildSteps) { buildStep.Priority = latestPriority++; } // Add the item result build steps the item list result build steps return(resultPerAssetType.BuildSteps); } catch (Exception ex) { compilationResult.Error("Unexpected exception while compiling asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return(null); } }
/// <summary> /// Compile the required build step necessary to produce the desired output item. /// </summary> /// <param name="context">The context.</param> /// <param name="compilationResult">The compilation result.</param> /// <param name="assetItem">The asset item.</param> protected ListBuildStep CompileItem(CompilerContext context, AssetCompilerResult compilationResult, AssetItem assetItem) { // First try to find an asset compiler for this particular asset. IAssetCompiler compiler; try { compiler = compilerRegistry.GetCompiler(assetItem.Asset.GetType()); } catch (Exception ex) { compilationResult.Error("Cannot find a compiler for asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return null; } if (compiler == null) { return null; } // Second we are compiling the asset (generating a build step) try { var resultPerAssetType = compiler.Compile(context, assetItem); // Raise the AssetCompiled event. AssetCompiled?.Invoke(this, new AssetCompiledArgs(assetItem, resultPerAssetType)); // TODO: See if this can be unified with PackageBuilder.BuildStepProcessed var assetFullPath = assetItem.FullPath.ToWindowsPath(); foreach (var message in resultPerAssetType.Messages) { var assetMessage = AssetLogMessage.From(null, assetItem.ToReference(), message, assetFullPath); // Forward log messages to compilationResult compilationResult.Log(assetMessage); // Forward log messages to build step logger resultPerAssetType.BuildSteps.Logger.Log(assetMessage); } // Make the build step fail if there was an error during compiling (only when we are compiling the build steps of an asset) if (resultPerAssetType.BuildSteps is AssetBuildStep && resultPerAssetType.BuildSteps.Logger.HasErrors) resultPerAssetType.BuildSteps.Add(new CommandBuildStep(new FailedCommand(assetItem.Location))); // TODO: Big review of the log infrastructure of CompilerApp & BuildEngine! // Assign module string to all command build steps SetAssetLogger(resultPerAssetType.BuildSteps, assetItem.Package, assetItem.ToReference(), assetItem.FullPath.ToWindowsPath()); // Add a wait command to the build steps if required by the item build if (resultPerAssetType.ShouldWaitForPreviousBuilds) compilationResult.BuildSteps.Add(new WaitBuildStep()); foreach (var buildStep in resultPerAssetType.BuildSteps) { buildStep.Priority = latestPriority++; } // Add the item result build steps the item list result build steps return resultPerAssetType.BuildSteps; } catch (Exception ex) { compilationResult.Error("Unexpected exception while compiling asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return null; } }
/// <summary> /// Compile the required build step necessary to produce the desired output item. /// </summary> /// <param name="context">The context.</param> /// <param name="compilationResult">The compilation result.</param> /// <param name="assetItem">The asset item.</param> protected ListBuildStep CompileItem(CompilerContext context, AssetCompilerResult compilationResult, AssetItem assetItem) { // First try to find an asset compiler for this particular asset. IAssetCompiler compiler; try { compiler = compilerRegistry.GetCompiler(assetItem.Asset.GetType()); } catch (Exception ex) { compilationResult.Error($"Cannot find a compiler for asset [{assetItem.Id}] from path [{assetItem.Location}]", ex); return(null); } if (compiler == null) { return(null); } // Second we are compiling the asset (generating a build step) try { var resultPerAssetType = compiler.Compile(context, assetItem); // Raise the AssetCompiled event. AssetCompiled?.Invoke(this, new AssetCompiledArgs(assetItem, resultPerAssetType)); // TODO: See if this can be unified with PackageBuilder.BuildStepProcessed var assetFullPath = assetItem.FullPath.ToWindowsPath(); foreach (var message in resultPerAssetType.Messages) { var assetMessage = AssetLogMessage.From(null, assetItem.ToReference(), message, assetFullPath); // Forward log messages to compilationResult compilationResult.Log(assetMessage); // Forward log messages to build step logger resultPerAssetType.BuildSteps.Logger.Log(assetMessage); } // Make the build step fail if there was an error during compiling (only when we are compiling the build steps of an asset) if (resultPerAssetType.BuildSteps is AssetBuildStep && resultPerAssetType.BuildSteps.Logger.HasErrors) { resultPerAssetType.BuildSteps.Add(new CommandBuildStep(new FailedCommand(assetItem.Location))); } // TODO: Big review of the log infrastructure of CompilerApp & BuildEngine! // Assign module string to all command build steps SetAssetLogger(resultPerAssetType.BuildSteps, assetItem.Package, assetItem.ToReference(), assetItem.FullPath.ToWindowsPath()); // Add a wait command to the build steps if required by the item build if (resultPerAssetType.ShouldWaitForPreviousBuilds) { compilationResult.BuildSteps.Add(new WaitBuildStep()); } foreach (var buildStep in resultPerAssetType.BuildSteps) { buildStep.Priority = latestPriority++; } // Add the item result build steps the item list result build steps return(resultPerAssetType.BuildSteps); } catch (Exception ex) { compilationResult.Error($"Unexpected exception while compiling asset [{assetItem.Id}] from path [{assetItem.Location}]", ex); return(null); } }