コード例 #1
0
        public static bool UseDotNetCore(ScriptAssembly scriptAssembly)
        {
            var  metroCompilationOverrides = PlayerSettings.WSA.compilationOverrides;
            bool dotNetCoreEnabled         = scriptAssembly.BuildTarget == BuildTarget.WSAPlayer && metroCompilationOverrides != PlayerSettings.WSACompilationOverrides.None;
            bool useDotNetCore             = dotNetCoreEnabled && (IsCSharpAssembly(scriptAssembly) || (metroCompilationOverrides != PlayerSettings.WSACompilationOverrides.UseNetCorePartially && IsCSharpFirstPassAssembly(scriptAssembly)));

            return(useDotNetCore);
        }
コード例 #2
0
        public static bool IsCSharpFirstPassAssembly(ScriptAssembly scriptAssembly)
        {
            if (!scriptAssembly.Filename.ToLower().Contains("firstpass"))
            {
                return(false);
            }

            return(scriptAssembly.Language == ScriptCompilers.CSharpSupportedLanguage);
        }
コード例 #3
0
        public static void UpdateScriptAssemblyReference(ref ScriptAssembly scriptAssembly)
        {
            int referencesLength = scriptAssembly.References.Length;
            var newReferences    = new string[referencesLength + 1];

            Array.Copy(scriptAssembly.References, newReferences, referencesLength);
            newReferences[referencesLength] = AssetPath.Combine(EditorApplication.applicationContentsPath, "Managed", "Unity.CompilationPipeline.Common.dll");
            scriptAssembly.References       = newReferences;
        }
コード例 #4
0
 public PostProcessorTask(ScriptAssembly assembly,
                          List <CompilerMessage> compilerMessages,
                          string tempOutputDirectory,
                          Func <ScriptAssembly, List <CompilerMessage>, string, List <CompilerMessage> > postProcessFunc)
 {
     Assembly                 = assembly;
     CompilerMessages         = compilerMessages;
     this.tempOutputDirectory = tempOutputDirectory;
     this.postProcessFunc     = postProcessFunc;
 }
コード例 #5
0
 public PostProcessorTask(ScriptAssembly assembly,
                          List <CompilerMessage> compilerMessages,
                          string tempOutputDirectory,
                          IILPostProcessing ilPostProcessing)
 {
     Assembly                 = assembly;
     CompilerMessages         = compilerMessages;
     this.tempOutputDirectory = tempOutputDirectory;
     this.ilPostProcessing    = ilPostProcessing;
 }
コード例 #6
0
        bool AnyRunningCompilerHasReference(ScriptAssembly assembly)
        {
            foreach (var compilerTask in compilerTasks)
            {
                var compilerAssembly = compilerTask.Key;

                if (compilerAssembly.ScriptAssemblyReferences.Contains(assembly))
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #7
0
        bool IsAnyProcessUsingAssembly(ScriptAssembly assembly)
        {
            if (IsAnyRunningCompilerUsingAssembly(assembly))
            {
                return(true);
            }

            if (IsAnyRunningPostProcessorUsingAssembly(assembly))
            {
                return(true);
            }

            return(false);
        }
コード例 #8
0
 private void QueuePendingAssemblies()
 {
     if (this.pendingAssemblies.Count != 0)
     {
         List <ScriptAssembly> list = null;
         foreach (ScriptAssembly current in this.pendingAssemblies)
         {
             bool             flag = true;
             ScriptAssembly[] scriptAssemblyReferences = current.ScriptAssemblyReferences;
             for (int i = 0; i < scriptAssemblyReferences.Length; i++)
             {
                 ScriptAssembly key = scriptAssemblyReferences[i];
                 if (!this.processedAssemblies.ContainsKey(key))
                 {
                     flag = false;
                     break;
                 }
             }
             if (flag)
             {
                 if (list == null)
                 {
                     list = new List <ScriptAssembly>();
                 }
                 list.Add(current);
             }
         }
         if (list != null)
         {
             bool buildingForEditor = (this.options & EditorScriptCompilationOptions.BuildingForEditor) == EditorScriptCompilationOptions.BuildingForEditor;
             foreach (ScriptAssembly current2 in list)
             {
                 this.pendingAssemblies.Remove(current2);
                 MonoIsland         island             = current2.ToMonoIsland(this.options, this.buildOutputDirectory);
                 ScriptCompilerBase scriptCompilerBase = ScriptCompilers.CreateCompilerInstance(island, buildingForEditor, island._target, current2.RunUpdater);
                 this.compilerTasks.Add(current2, scriptCompilerBase);
                 scriptCompilerBase.BeginCompiling();
                 if (this.OnCompilationStarted != null)
                 {
                     this.OnCompilationStarted(current2, this.compilePhase);
                 }
                 if (this.compilerTasks.Count == this.maxConcurrentCompilers)
                 {
                     break;
                 }
             }
             this.compilePhase++;
         }
     }
 }
コード例 #9
0
        public List <CompilerMessage> PostProcess(ScriptAssembly assembly, List <CompilerMessage> messages, string outputTempPath)
        {
            var hasCompileError = messages.Any(m => m.type == CompilerMessageType.Error);

            if (hasCompileError)
            {
                return(messages);
            }

            if (UnityCodeGenHelpers.IsCodeGen(assembly.Filename))
            {
                return(messages);
            }

            if (!HasPostProcessors)
            {
                return(messages);
            }

            try
            {
                List <DiagnosticMessage> diagnostics = RunILPostProcessors(assembly, outputTempPath);
                foreach (var message in diagnostics)
                {
                    if (message.DiagnosticType == DiagnosticType.Error)
                    {
                        hasCompileError = true;
                    }
                    messages.Add(new CompilerMessage
                    {
                        assemblyName = message.File,
                        column       = message.Column,
                        line         = message.Line,
                        message      = message.MessageData,
                        type         = message.DiagnosticType == DiagnosticType.Error ? CompilerMessageType.Error : CompilerMessageType.Warning,
                    });
                }
            }
            catch (Exception exception)
            {
                messages.Add(new CompilerMessage
                {
                    assemblyName = assembly.Filename,
                    message      = $"Something went wrong while Post Processing the assembly ({assembly.Filename}) : {Environment.NewLine} {exception.Message} {Environment.NewLine}{exception.StackTrace}",
                    type         = CompilerMessageType.Error,
                });
            }

            return(messages);
        }
コード例 #10
0
        internal static ScriptAssembly[] ToScriptAssemblies(IDictionary <EditorBuildRules.TargetAssembly, HashSet <string> > targetAssemblies, ScriptAssemblySettings settings, BuildFlags buildFlags, EditorBuildRules.CompilationAssemblies assemblies, HashSet <string> runUpdaterAssemblies)
        {
            ScriptAssembly[] array = new ScriptAssembly[targetAssemblies.Count];
            Dictionary <EditorBuildRules.TargetAssembly, ScriptAssembly> dictionary = new Dictionary <EditorBuildRules.TargetAssembly, ScriptAssembly>();
            int  num  = 0;
            bool flag = (buildFlags & BuildFlags.BuildingForEditor) == BuildFlags.BuildingForEditor;

            foreach (KeyValuePair <EditorBuildRules.TargetAssembly, HashSet <string> > current in targetAssemblies)
            {
                EditorBuildRules.TargetAssembly key = current.Key;
                HashSet <string> value          = current.Value;
                ScriptAssembly   scriptAssembly = new ScriptAssembly();
                array[num]                 = scriptAssembly;
                dictionary[key]            = array[num++];
                scriptAssembly.BuildTarget = settings.BuildTarget;
                if (key.EditorOnly || (flag && settings.ApiCompatibilityLevel == ApiCompatibilityLevel.NET_4_6))
                {
                    scriptAssembly.ApiCompatibilityLevel = ((EditorApplication.scriptingRuntimeVersion != ScriptingRuntimeVersion.Latest) ? ApiCompatibilityLevel.NET_2_0 : ApiCompatibilityLevel.NET_4_6);
                }
                else
                {
                    scriptAssembly.ApiCompatibilityLevel = settings.ApiCompatibilityLevel;
                }
                if (!string.IsNullOrEmpty(settings.FilenameSuffix))
                {
                    string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(key.Filename);
                    string extension = Path.GetExtension(key.Filename);
                    scriptAssembly.Filename = fileNameWithoutExtension + settings.FilenameSuffix + extension;
                }
                else
                {
                    scriptAssembly.Filename = key.Filename;
                }
                if (runUpdaterAssemblies != null && runUpdaterAssemblies.Contains(scriptAssembly.Filename))
                {
                    scriptAssembly.RunUpdater = true;
                }
                scriptAssembly.OutputDirectory = settings.OutputDirectory;
                scriptAssembly.Defines         = settings.Defines;
                scriptAssembly.Files           = value.ToArray <string>();
                Array.Sort <string>(scriptAssembly.Files);
            }
            num = 0;
            foreach (KeyValuePair <EditorBuildRules.TargetAssembly, HashSet <string> > current2 in targetAssemblies)
            {
                EditorBuildRules.AddScriptAssemblyReferences(ref array[num++], current2.Key, settings, buildFlags, assemblies, dictionary, settings.FilenameSuffix);
            }
            return(array);
        }
コード例 #11
0
        bool IsAnyProcessUsingAssembly(ScriptAssembly assembly)
        {
            if (AnyRunningCompilerHasReference(assembly))
            {
                return(true);
            }

            if (ilPostProcessing != null &&
                ilPostProcessing.IsAnyRunningPostProcessorUsingAssembly(assembly))
            {
                return(true);
            }

            return(false);
        }
コード例 #12
0
        public static string[] GetSystemLibraryReferences(ApiCompatibilityLevel apiCompatibilityLevel, BuildTarget buildTarget, SupportedLanguage supportedLanguage,
                                                          bool buildingForEditor, ScriptAssembly scriptAssembly)
        {
            if (WSAHelpers.BuildingForDotNet(buildTarget, buildingForEditor, scriptAssembly))
            {
                return(new string[0]);
            }

            // The language may not be compatible with these additional references
            if (supportedLanguage != null && !supportedLanguage.CompilerRequiresAdditionalReferences())
            {
                return(new string[0]);
            }

            return(GetCachedSystemLibraryReferences(apiCompatibilityLevel));
        }
コード例 #13
0
        public static List <string> GetPrecompiledReferences(ScriptAssembly scriptAssembly, TargetAssemblyType targetAssemblyType, EditorScriptCompilationOptions options, EditorCompatibility editorCompatibility, IEnumerable <PrecompiledAssembly> implicitPrecompiledAssemblies, IEnumerable <PrecompiledAssembly> explicitPrecompiledAssemblies, ICompilationSetupWarningTracker warningSink)
        {
            var references = new List <string>();

            bool buildingForEditor  = (options & EditorScriptCompilationOptions.BuildingForEditor) == EditorScriptCompilationOptions.BuildingForEditor;
            bool assemblyEditorOnly = (scriptAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;
            bool isCustomAssembly   = (targetAssemblyType & TargetAssemblyType.Custom) == TargetAssemblyType.Custom;

            void AddReferenceIfMatchBuildTargetAndEditorFlag(PrecompiledAssembly precompiledAssembly, bool explicitReference)
            {
                bool compiledAssemblyEditorOnly = (precompiledAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;

                // Add all pre-compiled runtime assemblies as references to all script assemblies. Don't add pre-compiled editor assemblies as dependencies to runtime assemblies.
                if (!compiledAssemblyEditorOnly || assemblyEditorOnly || (isCustomAssembly && buildingForEditor && editorCompatibility == EditorCompatibility.CompatibleWithEditor))
                {
                    if (IsPrecompiledAssemblyCompatibleWithBuildTarget(precompiledAssembly, scriptAssembly.BuildTarget))
                    {
                        references.Add(precompiledAssembly.Path);
                    }
                    // we don't warn on build target mismatch, as this is actually a common pattern (an asmdef with multiple references to different "target-specific" assemblies with the same symbols - e.g. foo.XboxOne.dll, foo.PS5.dll, foo.WebGL.dll)
                }
                else if (explicitReference && !string.IsNullOrEmpty(scriptAssembly.AsmDefPath))
                {
                    warningSink?.AddAssetWarning(scriptAssembly.AsmDefPath, $"{scriptAssembly.Filename}: can't add reference to {precompiledAssembly.Path} as it is an editor-only assembly");
                }
            }

            if (implicitPrecompiledAssemblies != null)
            {
                foreach (var precompiledAssembly in implicitPrecompiledAssemblies)
                {
                    AddReferenceIfMatchBuildTargetAndEditorFlag(precompiledAssembly, false);
                }
            }
            if (explicitPrecompiledAssemblies != null)
            {
                foreach (var precompiledAssembly in explicitPrecompiledAssemblies)
                {
                    AddReferenceIfMatchBuildTargetAndEditorFlag(precompiledAssembly, true);
                }
            }

            return(references);
        }
コード例 #14
0
        bool IsAnyRunningPostProcessorUsingAssembly(ScriptAssembly assembly)
        {
            foreach (var postProcessorTask in postProcessorTasks)
            {
                if (postProcessorTask.IsFinished)
                {
                    continue;
                }

                var postProcessorAssembly = postProcessorTask.Assembly;

                if (postProcessorAssembly.ScriptAssemblyReferences.Contains(assembly))
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #15
0
        public static List <string> GetCompiledCustomAssembliesReferences(ScriptAssembly scriptAssembly, TargetAssembly[] customTargetAssemblies, string outputDirectory, string filenameSuffix)
        {
            var references = new List <string>();

            if (customTargetAssemblies != null)
            {
                foreach (var customTargetAssembly in customTargetAssemblies)
                {
                    var customTargetAssemblyPath = customTargetAssembly.FullPath(outputDirectory, filenameSuffix);

                    // File might not exist if there are no scripts in the custom target assembly folder.
                    if (File.Exists(customTargetAssemblyPath))
                    {
                        references.Add(customTargetAssemblyPath);
                    }
                }
            }

            return(references);
        }
コード例 #16
0
        public static List <string> GetCompiledCustomAssembliesReferences(ScriptAssembly scriptAssembly, IDictionary <string, TargetAssembly> customTargetAssemblies, string outputDirectory)
        {
            var references = new List <string>();

            if (customTargetAssemblies != null)
            {
                foreach (var entry in customTargetAssemblies)
                {
                    var customTargetAssembly     = entry.Value;
                    var customTargetAssemblyPath = customTargetAssembly.FullPath(outputDirectory);

                    // File might not exist if there are no scripts in the custom target assembly folder.
                    if (AssetPath.Exists(customTargetAssemblyPath))
                    {
                        references.Add(customTargetAssemblyPath);
                    }
                }
            }

            return(references);
        }
コード例 #17
0
        public static List <string> GetUnityReferences(ScriptAssembly scriptAssembly, PrecompiledAssembly[] unityAssemblies, EditorScriptCompilationOptions options)
        {
            var references = new List <string>();

            bool assemblyEditorOnly = (scriptAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;
            bool buildingForEditor  = (options & EditorScriptCompilationOptions.BuildingForEditor) == EditorScriptCompilationOptions.BuildingForEditor;

            // Add Unity assemblies (UnityEngine.dll, UnityEditor.dll) referencees.
            if (unityAssemblies != null)
            {
                foreach (var unityAssembly in unityAssemblies)
                {
                    var moduleExcludedForRuntimeCode = (unityAssembly.Flags & AssemblyFlags.ExcludedForRuntimeCode) == AssemblyFlags.ExcludedForRuntimeCode;

                    // Add Unity editor assemblies (UnityEditor.dll) to all assemblies when building inside the editor
                    if ((buildingForEditor && !moduleExcludedForRuntimeCode) || assemblyEditorOnly)
                    {
                        if ((unityAssembly.Flags & AssemblyFlags.UseForMono) != 0)
                        {
                            references.Add(unityAssembly.Path);
                        }
                    }
                    else
                    {
                        bool unityAssemblyEditorOnly = (unityAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;

                        // Add Unity runtime assemblies (UnityEngine.dll) to all assemblies
                        if (!unityAssemblyEditorOnly && !moduleExcludedForRuntimeCode)
                        {
                            if (IsPrecompiledAssemblyCompatibleWithScriptAssembly(unityAssembly, scriptAssembly))
                            {
                                references.Add(unityAssembly.Path);
                            }
                        }
                    }
                }
            }

            return(references);
        }
コード例 #18
0
        static bool ShouldUseAnalyzerForScriptAssembly(ScriptAssembly sa, TargetAssembly targetAssemblyOwningAnalyzer)
        {
            if (targetAssemblyOwningAnalyzer == null)
            {
                return(true);
            }

            if (sa.Filename == targetAssemblyOwningAnalyzer.Filename)
            {
                return(true);
            }

            foreach (var sar in sa.ScriptAssemblyReferences)
            {
                if (ShouldUseAnalyzerForScriptAssembly(sar, targetAssemblyOwningAnalyzer))
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #19
0
        public static void UpdateCodeGenScriptAssembly(ref ScriptAssembly scriptAssembly)
        {
            scriptAssembly.ScriptAssemblyReferences = new ScriptAssembly[0];

            int newReferenceCount = 0;
            var references        = new string[scriptAssembly.References.Length];

            foreach (var reference in scriptAssembly.References)
            {
                var name = AssetPath.GetFileName(reference);
                if (!Utility.FastStartsWith(name, k_UnityEngineModules, k_UnityEngineModulesLower) &&
                    !Utility.FastStartsWith(name, k_UnityEditorModules, k_UnityEditorModulesLower))
                {
                    references[newReferenceCount] = reference;
                    newReferenceCount++;
                }
            }
            var result = new string[newReferenceCount + 1];

            Array.Copy(references, result, newReferenceCount);
            result[newReferenceCount] = AssetPath.Combine(EditorApplication.applicationContentsPath, "Managed", "Unity.CompilationPipeline.Common.dll");
            scriptAssembly.References = result;
        }
コード例 #20
0
        public static bool BuildingForDotNet(BuildTarget buildTarget, bool buildingForEditor, ScriptAssembly scriptAssembly)
        {
            if (buildingForEditor)
            {
                return(false);
            }

            if (buildTarget != BuildTarget.WSAPlayer)
            {
                return(false);
            }

            if (CSharpLanguage.GetCSharpCompiler(buildTarget, buildingForEditor, scriptAssembly) != CSharpCompiler.Microsoft)
            {
                return(false);
            }

            if (PlayerSettings.GetScriptingBackend(BuildPipeline.GetBuildTargetGroup(buildTarget)) != ScriptingImplementation.WinRTDotNET)
            {
                return(false);
            }

            return(true);
        }
コード例 #21
0
        public static void AddAdditionalPlatformSupportData(ICompilationExtension compilationExtension, ref ScriptAssembly scriptAssembly)
        {
            if (compilationExtension == null)
            {
                return;
            }

            scriptAssembly.Defines    = AddAdditionalToArray(scriptAssembly.Defines, compilationExtension.GetAdditionalDefines().ToArray());
            scriptAssembly.References = AddAdditionalToArray(scriptAssembly.References, compilationExtension.GetAdditionalAssemblyReferences()
                                                             .Concat(compilationExtension.GetWindowsMetadataReferences()).ToArray());
            scriptAssembly.Files = AddAdditionalToArray(scriptAssembly.Files, compilationExtension.GetAdditionalSourceFiles().ToArray());
        }
コード例 #22
0
        internal static ScriptAssembly[] ToScriptAssemblies(IDictionary <TargetAssembly, HashSet <string> > targetAssemblies, ScriptAssemblySettings settings,
                                                            CompilationAssemblies assemblies, HashSet <string> runUpdaterAssemblies)
        {
            var scriptAssemblies = new ScriptAssembly[targetAssemblies.Count];

            var targetToScriptAssembly = new Dictionary <TargetAssembly, ScriptAssembly>();
            int index = 0;

            bool buildingForEditor = settings.BuildingForEditor;

            foreach (var entry in targetAssemblies)
            {
                var targetAssembly = entry.Key;
                var sourceFiles    = entry.Value;
                var scriptAssembly = new ScriptAssembly();

                // Setup TargetAssembly -> ScriptAssembly mapping for converting references
                scriptAssemblies[index] = scriptAssembly;
                targetToScriptAssembly[targetAssembly] = scriptAssemblies[index++];

                // Setup ScriptAssembly
                scriptAssembly.Flags       = targetAssembly.Flags;
                scriptAssembly.BuildTarget = settings.BuildTarget;
                scriptAssembly.Language    = targetAssembly.Language;

                var editorOnlyTargetAssembly = (targetAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;

                if (editorOnlyTargetAssembly || (buildingForEditor && settings.ApiCompatibilityLevel == ApiCompatibilityLevel.NET_4_6))
                {
                    scriptAssembly.ApiCompatibilityLevel = (EditorApplication.scriptingRuntimeVersion == ScriptingRuntimeVersion.Latest) ? ApiCompatibilityLevel.NET_4_6 : ApiCompatibilityLevel.NET_2_0;
                }
                else
                {
                    scriptAssembly.ApiCompatibilityLevel = settings.ApiCompatibilityLevel;
                }

                if (!string.IsNullOrEmpty(settings.FilenameSuffix))
                {
                    var basename = AssetPath.GetAssemblyNameWithoutExtension(targetAssembly.Filename);
                    scriptAssembly.Filename = string.Concat(basename, settings.FilenameSuffix, ".dll");
                }
                else
                {
                    scriptAssembly.Filename = targetAssembly.Filename;
                }

                if (runUpdaterAssemblies != null && runUpdaterAssemblies.Contains(scriptAssembly.Filename))
                {
                    scriptAssembly.RunUpdater = true;
                }

                scriptAssembly.OutputDirectory = settings.OutputDirectory;
                scriptAssembly.Defines         = settings.Defines;
                scriptAssembly.Files           = sourceFiles.ToArray();

                if (targetAssembly.Type == TargetAssemblyType.Predefined)
                {
                    scriptAssembly.CompilerOptions = settings.PredefinedAssembliesCompilerOptions;
                }
                else
                {
                    scriptAssembly.CompilerOptions = targetAssembly.CompilerOptions;
                }

                // Script files must always be passed in the same order to the compiler.
                // Otherwise player builds might fail for partial classes.
                Array.Sort(scriptAssembly.Files);
            }

            // Setup ScriptAssembly references
            index = 0;
            foreach (var entry in targetAssemblies)
            {
                AddScriptAssemblyReferences(ref scriptAssemblies[index++], entry.Key, settings,
                                            assemblies, targetToScriptAssembly, settings.FilenameSuffix);
            }

            return(scriptAssemblies);
        }
コード例 #23
0
        static bool IsPrecompiledAssemblyCompatibleWithScriptAssembly(PrecompiledAssembly compiledAssembly, ScriptAssembly scriptAssembly)
        {
            bool useDotNet = WSAHelpers.UseDotNetCore(scriptAssembly);

            if (useDotNet)
            {
                bool compiledAssemblyCompatibleWithDotNet = (compiledAssembly.Flags & AssemblyFlags.UseForDotNet) == AssemblyFlags.UseForDotNet;
                return(compiledAssemblyCompatibleWithDotNet);
            }

            bool compiledAssemblyCompatibleWithMono = (compiledAssembly.Flags & AssemblyFlags.UseForMono) == AssemblyFlags.UseForMono;

            return(compiledAssemblyCompatibleWithMono);
        }
コード例 #24
0
        public static Dictionary <string, string> GetUnityReferences(ScriptAssembly scriptAssembly, TargetAssembly targetAssembly, PrecompiledAssembly[] unityAssemblies, HashSet <string> predefinedCustomTargetReferences, EditorScriptCompilationOptions options, UnityReferencesOptions unityReferencesOptions)
        {
            var references = new Dictionary <string, string>();

            bool assemblyEditorOnly        = (scriptAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;
            bool buildingForEditor         = (options & EditorScriptCompilationOptions.BuildingForEditor) == EditorScriptCompilationOptions.BuildingForEditor;
            bool excludeUnityModules       = unityReferencesOptions == UnityReferencesOptions.ExcludeModules;
            bool isOverridingUnityAssembly = false;

            // Add Unity assemblies (UnityEngine.dll, UnityEditor.dll) referencees.
            if (unityAssemblies == null)
            {
                return(references);
            }

            foreach (var unityAssembly in unityAssemblies)
            {
                if ((unityAssembly.Flags & (AssemblyFlags.UserOverride | AssemblyFlags.UserOverrideCandidate)) != AssemblyFlags.None)
                {
                    var unityAssemblyFileName = AssetPath.GetFileName(unityAssembly.Path);

                    // This scriptAssembly is overriding this unityAssembly so it should probably not depend on itself.
                    if (unityAssemblyFileName == scriptAssembly.Filename)
                    {
                        isOverridingUnityAssembly = true;
                        continue;
                    }

                    // Custom targets may override Unity references, do not add them to avoid duplicated references.
                    if (predefinedCustomTargetReferences != null && predefinedCustomTargetReferences.Contains(unityAssemblyFileName))
                    {
                        continue;
                    }

                    // If this scriptAssembly/targetAssembly explicitly references another
                    // scriptAssembly that has actually overridden this unityAssembly, we should
                    // not add the unityAssembly to the references as well. It's possible
                    // that this scriptAssembly is using new APIs that don't exist in the shipped
                    // copy of the unityAssembly.
                    if (targetAssembly != null && targetAssembly.References.Any(ta => ta.Filename == unityAssemblyFileName))
                    {
                        continue;
                    }
                }

                var isUnityModule = (unityAssembly.Flags & AssemblyFlags.UnityModule) == AssemblyFlags.UnityModule;

                if (isUnityModule && excludeUnityModules)
                {
                    continue;
                }

                var moduleExcludedForRuntimeCode = (unityAssembly.Flags & AssemblyFlags.ExcludedForRuntimeCode) == AssemblyFlags.ExcludedForRuntimeCode;

                // Add Unity editor assemblies (UnityEditor.dll) to all assemblies when building inside the editor
                if ((buildingForEditor && !moduleExcludedForRuntimeCode) || assemblyEditorOnly)
                {
                    if ((unityAssembly.Flags & AssemblyFlags.UseForMono) != 0)
                    {
                        references[Path.GetFileName(unityAssembly.Path)] = unityAssembly.Path;
                    }
                }
                else
                {
                    bool unityAssemblyEditorOnly = (unityAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;

                    // Add Unity runtime assemblies (UnityEngine.dll) to all assemblies
                    if (!unityAssemblyEditorOnly && !moduleExcludedForRuntimeCode)
                    {
                        if (IsPrecompiledAssemblyCompatibleWithBuildTarget(unityAssembly, scriptAssembly.BuildTarget))
                        {
                            references[Path.GetFileName(unityAssembly.Path)] = unityAssembly.Path;
                        }
                    }
                }
            }

            // UserOverride assemblies should not have a dependency on Editor assemblies.
            if (isOverridingUnityAssembly && !assemblyEditorOnly)
            {
                references = references.Where(kvp => !kvp.Key.Contains("UnityEditor")).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);
            }

            return(references);
        }
コード例 #25
0
 public static Dictionary <string, string> GetUnityReferences(ScriptAssembly scriptAssembly, TargetAssembly targetAssembly, PrecompiledAssembly[] unityAssemblies, EditorScriptCompilationOptions options, UnityReferencesOptions unityReferencesOptions)
 {
     return(GetUnityReferences(scriptAssembly, targetAssembly, unityAssemblies, null, options, unityReferencesOptions));
 }
コード例 #26
0
        internal static void AddScriptAssemblyReferences(ref ScriptAssembly scriptAssembly, TargetAssembly targetAssembly, ScriptAssemblySettings settings,
                                                         CompilationAssemblies assemblies,
                                                         IDictionary <TargetAssembly, ScriptAssembly> targetToScriptAssembly, ICompilationSetupWarningTracker warningSink)
        {
            var  scriptAssemblyReferences = new List <ScriptAssembly>(targetAssembly.References.Count);
            var  references         = new List <string>();
            bool buildingForEditor  = settings.BuildingForEditor;
            bool noEngineReferences = (targetAssembly.Flags & AssemblyFlags.NoEngineReferences) == AssemblyFlags.NoEngineReferences;

            bool shouldProcessPredefinedCustomTargets = assemblies.CustomTargetAssemblies != null && (targetAssembly.Type & TargetAssemblyType.Predefined) == TargetAssemblyType.Predefined;
            var  predefinedCustomTargetReferences     = Enumerable.Empty <TargetAssembly>();

            if (shouldProcessPredefinedCustomTargets && assemblies.PredefinedAssembliesCustomTargetReferences != null)
            {
                predefinedCustomTargetReferences = assemblies.PredefinedAssembliesCustomTargetReferences;
            }

            var unityReferences = new Dictionary <string, string>();

            // Add Unity assemblies (UnityEngine.dll, UnityEditor.dll) references, as long as the target
            // doesn't specify that it doesn't want them.
            if (!noEngineReferences)
            {
                // Add predefined custom target references in a hash-set for fast lookup
                var predefinedCustomTargetRefs = new HashSet <string>(predefinedCustomTargetReferences.Select(x => x.Filename));
                unityReferences = GetUnityReferences(scriptAssembly, targetAssembly, assemblies.UnityAssemblies, predefinedCustomTargetRefs, settings.CompilationOptions, UnityReferencesOptions.None);
                references.AddRange(unityReferences.Values);
            }

            AddTestRunnerCustomReferences(ref targetAssembly, assemblies.CustomTargetAssemblies);

            // Setup target assembly references
            foreach (var reference in targetAssembly.References)
            {
                ScriptAssembly scriptAssemblyReference;

                // If the assembly already showed up in the unity references, don't reference it here.
                // This can happen when an assembly is configured as a unity assembly override, but
                // overrides are disabled. The Unity assembly should take precedence in that case.
                if (unityReferences.ContainsKey(reference.Filename))
                {
                    continue;
                }

                // Add ScriptAssembly references to other dirty script assemblies that also need to be rebuilt.
                if (targetToScriptAssembly.TryGetValue(reference, out scriptAssemblyReference))
                {
                    System.Diagnostics.Debug.Assert(scriptAssemblyReference != null);
                    scriptAssemblyReferences.Add(scriptAssemblyReference);
                }
            }

            // For predefined target assembly add references to custom target assemblies
            if (shouldProcessPredefinedCustomTargets)
            {
                foreach (var customTargetAssembly in predefinedCustomTargetReferences)
                {
                    ScriptAssembly scriptAssemblyReference;

                    // Only add ScriptAssembly reference if the custom target assembly is dirty, e.g. is in targetToScriptAssembly dictionary
                    // Otherwise just add already compiled custom target assembly as precompiled reference.
                    if (targetToScriptAssembly.TryGetValue(customTargetAssembly, out scriptAssemblyReference))
                    {
                        scriptAssemblyReferences.Add(scriptAssemblyReference);
                    }
                }
            }

            // Add pre-compiled assemblies as references
            var allPrecompiledAssemblies = assemblies.PrecompiledAssemblies ?? new Dictionary <string, PrecompiledAssembly>(0);
            List <PrecompiledAssembly> precompiledReferences = new List <PrecompiledAssembly>(allPrecompiledAssemblies.Count);
            var explicitPrecompiledReferences = new List <PrecompiledAssembly>(targetAssembly.ExplicitPrecompiledReferences.Count);

            if ((targetAssembly.Flags & AssemblyFlags.ExplicitReferences) == AssemblyFlags.ExplicitReferences)
            {
                if (!noEngineReferences)
                {
                    precompiledReferences.AddRange(allPrecompiledAssemblies
                                                   .Where(x => (x.Value.Flags & AssemblyFlags.UserAssembly) != AssemblyFlags.UserAssembly)
                                                   .Select(x => x.Value));
                }

                foreach (var explicitPrecompiledReference in targetAssembly.ExplicitPrecompiledReferences)
                {
                    PrecompiledAssembly assembly;
                    if (allPrecompiledAssemblies.TryGetValue(explicitPrecompiledReference, out assembly))
                    {
                        explicitPrecompiledReferences.Add(assembly);
                    }
                }
            }
            else
            {
                var precompiledAssemblies = allPrecompiledAssemblies.Values.Where(x => (x.Flags & AssemblyFlags.ExplicitlyReferenced) != AssemblyFlags.ExplicitlyReferenced).ToList();

                // if noEngineReferences, add just the non-explicitly-referenced user assemblies
                if (noEngineReferences)
                {
                    precompiledReferences.AddRange(precompiledAssemblies.Where(x => (x.Flags & AssemblyFlags.UserAssembly) == AssemblyFlags.UserAssembly));
                }
                else
                {
                    precompiledReferences.AddRange(precompiledAssemblies);
                }
            }

            AddTestRunnerPrecompiledReferences(targetAssembly, allPrecompiledAssemblies, ref precompiledReferences);

            var precompiledReferenceNames = GetPrecompiledReferences(scriptAssembly, targetAssembly.Type, settings.CompilationOptions, targetAssembly.editorCompatibility, precompiledReferences, explicitPrecompiledReferences, warningSink);

            references.AddRange(precompiledReferenceNames);

            if (buildingForEditor && assemblies.EditorAssemblyReferences != null)
            {
                references.AddRange(assemblies.EditorAssemblyReferences);
            }

            references.AddRange(MonoLibraryHelpers.GetSystemLibraryReferences(scriptAssembly.CompilerOptions.ApiCompatibilityLevel));

            scriptAssembly.ScriptAssemblyReferences = scriptAssemblyReferences.ToArray();
            scriptAssembly.References = references.ToArray();
        }
コード例 #27
0
        public bool Poll()
        {
            bool result;

            if (this.Stopped)
            {
                result = true;
            }
            else
            {
                Dictionary <ScriptAssembly, ScriptCompilerBase> dictionary = null;
                foreach (KeyValuePair <ScriptAssembly, ScriptCompilerBase> current in this.compilerTasks)
                {
                    ScriptCompilerBase value = current.Value;
                    if (value.Poll())
                    {
                        if (dictionary == null)
                        {
                            dictionary = new Dictionary <ScriptAssembly, ScriptCompilerBase>();
                        }
                        ScriptAssembly key = current.Key;
                        dictionary.Add(key, value);
                    }
                }
                if (dictionary != null)
                {
                    foreach (KeyValuePair <ScriptAssembly, ScriptCompilerBase> current2 in dictionary)
                    {
                        ScriptAssembly         key2             = current2.Key;
                        ScriptCompilerBase     value2           = current2.Value;
                        CompilerMessage[]      compilerMessages = value2.GetCompilerMessages();
                        List <CompilerMessage> list             = compilerMessages.ToList <CompilerMessage>();
                        if (this.OnCompilationFinished != null)
                        {
                            this.OnCompilationFinished(key2, list);
                        }
                        this.processedAssemblies.Add(key2, list.ToArray());
                        if (!this.CompileErrors)
                        {
                            this.CompileErrors = compilerMessages.Any((CompilerMessage m) => m.type == CompilerMessageType.Error);
                        }
                        this.compilerTasks.Remove(key2);
                        value2.Dispose();
                    }
                }
                if (this.CompileErrors)
                {
                    if (this.pendingAssemblies.Count > 0)
                    {
                        foreach (ScriptAssembly current3 in this.pendingAssemblies)
                        {
                            this.processedAssemblies.Add(current3, new CompilerMessage[0]);
                        }
                        this.pendingAssemblies.Clear();
                    }
                    result = (this.compilerTasks.Count == 0);
                }
                else
                {
                    if (this.compilerTasks.Count == 0 || (dictionary != null && dictionary.Count > 0))
                    {
                        this.QueuePendingAssemblies();
                    }
                    result = (this.pendingAssemblies.Count == 0 && this.compilerTasks.Count == 0);
                }
            }
            return(result);
        }
コード例 #28
0
 public static PrecompiledAssembly[] GetUnityReferences(ScriptAssembly scriptAssembly, PrecompiledAssembly[] unityAssemblies, EditorScriptCompilationOptions options, UnityReferencesOptions unityReferencesOptions)
 {
     return(GetUnityReferences(scriptAssembly, null, unityAssemblies, options, unityReferencesOptions));
 }
コード例 #29
0
        internal static void AddScriptAssemblyReferences(ref ScriptAssembly scriptAssembly, TargetAssembly targetAssembly, ScriptAssemblySettings settings,
                                                         CompilationAssemblies assemblies,
                                                         IDictionary <TargetAssembly, ScriptAssembly> targetToScriptAssembly, string filenameSuffix)
        {
            var  scriptAssemblyReferences = new List <ScriptAssembly>();
            var  references        = new List <string>();
            bool buildingForEditor = settings.BuildingForEditor;

            // Add Unity assemblies (UnityEngine.dll, UnityEditor.dll) referencees.
            var unityReferences = GetUnityReferences(scriptAssembly, assemblies.UnityAssemblies, settings.CompilationOptions);

            references.AddRange(unityReferences);

            // Setup target assembly references
            foreach (var reference in targetAssembly.References)
            {
                ScriptAssembly scriptAssemblyReference;

                // Add ScriptAssembly references to other dirty script assemblies that also need to be rebuilt.
                if (targetToScriptAssembly.TryGetValue(reference, out scriptAssemblyReference))
                {
                    System.Diagnostics.Debug.Assert(scriptAssemblyReference != null);
                    scriptAssemblyReferences.Add(scriptAssemblyReference);
                }
                else
                {
                    // Add string references to other assemblies that do not need to be rebuilt.
                    var assemblyPath = reference.FullPath(settings.OutputDirectory, filenameSuffix);

                    if (File.Exists(assemblyPath))
                    {
                        references.Add(assemblyPath);
                    }
                }
            }

            // For predefined target assembly add references to custom target assemblies
            if (assemblies.CustomTargetAssemblies != null && (targetAssembly.Type & TargetAssemblyType.Predefined) == TargetAssemblyType.Predefined)
            {
                foreach (var customTargetAssembly in assemblies.PredefinedAssembliesCustomTargetReferences ?? Enumerable.Empty <TargetAssembly>())
                {
                    ScriptAssembly scriptAssemblyReference;

                    // Only add ScriptAssembly reference if the custom target assembly is dirty, e.g. is in targetToScriptAssembly dictionary
                    // Otherwise just add already compiled custom target assembly as precompiled reference.
                    if (targetToScriptAssembly.TryGetValue(customTargetAssembly, out scriptAssemblyReference))
                    {
                        scriptAssemblyReferences.Add(scriptAssemblyReference);
                    }
                    else
                    {
                        var customTargetAssemblyPath = customTargetAssembly.FullPath(settings.OutputDirectory, filenameSuffix);

                        // File might not exist if there are no scripts in the custom target assembly folder.
                        if (File.Exists(customTargetAssemblyPath))
                        {
                            references.Add(customTargetAssemblyPath);
                        }
                    }
                }
            }

            // Add pre-compiled assemblies as references
            PrecompiledAssembly[] precompiledAssembliesForReferences = assemblies.PrecompiledAssemblies ?? new PrecompiledAssembly[] {};
            if (settings.OptionalUnityReferences != OptionalUnityReferences.None)
            {
                precompiledAssembliesForReferences = precompiledAssembliesForReferences.Where(x => x.OptionalUnityReferences == OptionalUnityReferences.None || ((targetAssembly.OptionalUnityReferences & x.OptionalUnityReferences & settings.OptionalUnityReferences) != 0)).ToArray();
            }

            var precompiledReferences = GetPrecompiledReferences(scriptAssembly, targetAssembly.Type, settings.CompilationOptions, targetAssembly.editorCompatibility, precompiledAssembliesForReferences);

            references.AddRange(precompiledReferences);

            if (buildingForEditor && assemblies.EditorAssemblyReferences != null)
            {
                references.AddRange(assemblies.EditorAssemblyReferences);
            }

            references.AddRange(MonoLibraryHelpers.GetSystemLibraryReferences(scriptAssembly.ApiCompatibilityLevel, scriptAssembly.BuildTarget, scriptAssembly.Language, buildingForEditor, scriptAssembly.Filename));

            scriptAssembly.ScriptAssemblyReferences = scriptAssemblyReferences.ToArray();
            scriptAssembly.References = references.ToArray();
        }
コード例 #30
0
        internal static ScriptAssembly[] ToScriptAssemblies(
            IDictionary <TargetAssembly, DirtyTargetAssembly> targetAssemblies,
            ScriptAssemblySettings settings,
            CompilationAssemblies assemblies, ICompilationSetupWarningTracker warningSink, ISafeModeInfo safeModeInfo)
        {
            var scriptAssemblies = new ScriptAssembly[targetAssemblies.Count];

            var targetToScriptAssembly = new Dictionary <TargetAssembly, ScriptAssembly>();
            int index = 0;

            bool buildingForEditor = settings.BuildingForEditor;
            var  safeModeWhiteList = new HashSet <string>(safeModeInfo.GetWhiteListAssemblyNames());

            foreach (var entry in targetAssemblies)
            {
                var targetAssembly      = entry.Key;
                var dirtyTargetAssembly = entry.Value;
                var scriptAssembly      = new ScriptAssembly();

                // Setup TargetAssembly -> ScriptAssembly mapping for converting references
                scriptAssemblies[index] = scriptAssembly;
                targetToScriptAssembly[targetAssembly] = scriptAssemblies[index++];

                // Setup ScriptAssembly
                scriptAssembly.Flags         = targetAssembly.Flags;
                scriptAssembly.BuildTarget   = settings.BuildTarget;
                scriptAssembly.OriginPath    = targetAssembly.PathPrefix;
                scriptAssembly.Filename      = targetAssembly.Filename;
                scriptAssembly.SkipCodeGen   = safeModeWhiteList.Contains(targetAssembly.Filename);
                scriptAssembly.RootNamespace = targetAssembly.Type == TargetAssemblyType.Predefined ? settings.ProjectRootNamespace : targetAssembly.RootNamespace;

                scriptAssembly.OutputDirectory    = settings.OutputDirectory;
                scriptAssembly.Defines            = targetAssembly.Defines == null ? s_CSharpVersionDefines : targetAssembly.Defines.Concat(s_CSharpVersionDefines).ToArray();
                scriptAssembly.Files              = dirtyTargetAssembly.SourceFiles.ToArray();
                scriptAssembly.TargetAssemblyType = targetAssembly.Type;
                scriptAssembly.AsmDefPath         = targetAssembly.AsmDefPath;

                if (scriptAssembly.TargetAssemblyType == TargetAssemblyType.Predefined)
                {
                    scriptAssembly.CompilerOptions = new ScriptCompilerOptions(settings.PredefinedAssembliesCompilerOptions);
                }
                else
                {
                    scriptAssembly.CompilerOptions = targetAssembly.CompilerOptions;
                }

                scriptAssembly.CompilerOptions.RoslynAnalyzerDllPaths      = new string[0];
                scriptAssembly.CompilerOptions.RoslynAnalyzerRulesetPath   = string.Empty;
                scriptAssembly.CompilerOptions.AdditionalCompilerArguments = settings.AdditionalCompilerArguments;

                var editorOnlyTargetAssembly = (targetAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;

                if (editorOnlyTargetAssembly)
                {
                    scriptAssembly.CompilerOptions.ApiCompatibilityLevel = ApiCompatibilityLevel.NET_Unity_4_8;
                }
                else
                {
                    scriptAssembly.CompilerOptions.ApiCompatibilityLevel = settings.PredefinedAssembliesCompilerOptions.ApiCompatibilityLevel;
                }

                if ((settings.CompilationOptions & EditorScriptCompilationOptions.BuildingUseDeterministicCompilation) == EditorScriptCompilationOptions.BuildingUseDeterministicCompilation)
                {
                    scriptAssembly.CompilerOptions.UseDeterministicCompilation = true;
                }
                else
                {
                    scriptAssembly.CompilerOptions.UseDeterministicCompilation = false;
                }

                scriptAssembly.CompilerOptions.CodeOptimization = settings.CodeOptimization;
            }

            // Don't add the auto-referenced engine assemblies if the assembly either has the flag set, or
            // is a codegen assembly
            AutoReferencedPackageAssemblies.AddReferences(assemblies.CustomTargetAssemblies, settings.CompilationOptions,
                                                          t =>
            {
                var hasNoEngineReferencesFlag = (t.Flags & AssemblyFlags.NoEngineReferences) == AssemblyFlags.NoEngineReferences;
                if (hasNoEngineReferencesFlag)
                {
                    return(false);
                }

                return(!UnityCodeGenHelpers.IsCodeGen(t.Filename));
            });

            // Setup ScriptAssembly references
            index = 0;
            foreach (var entry in targetAssemblies)
            {
                var scriptAssembly = scriptAssemblies[index++];
                AddScriptAssemblyReferences(ref scriptAssembly, entry.Key, settings, assemblies, targetToScriptAssembly, warningSink);

                if (UnityCodeGenHelpers.IsCodeGen(entry.Key.Filename) ||
                    UnityCodeGenHelpers.IsCodeGenTest(entry.Key.Filename) ||
                    CompilationPipelineCommonHelper.ShouldAdd(entry.Key.Filename))
                {
                    CompilationPipelineCommonHelper.UpdateScriptAssemblyReference(ref scriptAssembly);
                }

                if (!buildingForEditor)
                {
                    PlatformSupportModuleHelpers.AddAdditionalPlatformSupportData(settings.CompilationExtension, ref scriptAssembly);
                }
            }

            if ((settings.CompilationOptions & EditorScriptCompilationOptions.BuildingWithRoslynAnalysis) != 0)
            {
                var analyzers = assemblies.RoslynAnalyzerDllPaths;
                foreach (var a in analyzers)
                {
                    var targetAssemblyOwningAnalyzer = assemblies.CustomTargetAssemblies.Values
                                                       .OrderBy(c => c.PathFilter(a)).LastOrDefault();

                    if (targetAssemblyOwningAnalyzer?.PathFilter(a) <= 0)
                    {
                        targetAssemblyOwningAnalyzer = null;
                    }

                    foreach (var scriptAssembly in scriptAssemblies)
                    {
                        if (ShouldUseAnalyzerForScriptAssembly(scriptAssembly, targetAssemblyOwningAnalyzer))
                        {
                            scriptAssembly.CompilerOptions.RoslynAnalyzerDllPaths    = scriptAssembly.CompilerOptions.RoslynAnalyzerDllPaths.Concat(new[] { a }).ToArray();
                            scriptAssembly.CompilerOptions.RoslynAnalyzerRulesetPath =
                                scriptAssembly.TargetAssemblyType == TargetAssemblyType.Predefined
                                ? RuleSetFileCache.GetRuleSetFilePathInRootFolder(Path.ChangeExtension(scriptAssembly.Filename, null))
                                : RuleSetFileCache.GetPathForAssembly(scriptAssembly.OriginPath);
                        }
                    }
                }
            }

            return(scriptAssemblies);
        }