예제 #1
0
        private void CreateProtocols(FileSystemPath protocolInstancePath)
        {
            if (!protocolInstancePath.ExistsFile)
            {
                return;
            }

            List <ProtocolInstance> protocolInstanceList;

            try
            {
                protocolInstanceList = ProtocolInstance.FromJson(protocolInstancePath.ReadAllText2().Text);
            }
            catch (Exception e)
            {
                myLogger.Warn($"Unable to parse {protocolInstancePath}" + Environment.NewLine + e);
                return;
            }

            var protocolInstance = protocolInstanceList?.SingleOrDefault(a => a.SolutionName == mySolution.SolutionFilePath.NameWithoutExtension);

            if (protocolInstance == null)
            {
                return;
            }

            myLogger.Info($"EditorPlugin protocol port {protocolInstance.Port} for Solution: {protocolInstance.SolutionName}.");

            try
            {
                var lifetime = mySessionLifetimes.Next();
                myLogger.Info("Create protocol...");

                myLogger.Info("Creating SocketWire with port = {0}", protocolInstance.Port);
                var wire = new SocketWire.Client(lifetime, myDispatcher, protocolInstance.Port, "UnityClient");
                wire.Connected.WhenTrue(lifetime, lf =>
                {
                    myLogger.Info("WireConnected.");

                    var protocol = new Protocol("UnityEditorPlugin", new Serializers(),
                                                new Identities(IdKind.Client), myDispatcher, wire);
                    var editor = new EditorPluginModel(lf, protocol);
                    editor.IsBackendConnected.Set(rdVoid => true);

                    if (PlatformUtil.RuntimePlatform == PlatformUtil.Platform.Windows)
                    {
                        var frontendProcess = Process.GetCurrentProcess().GetParent(); // RiderProcessId is not used on non-Windows, but this line gives bad warning in the log
                        if (frontendProcess != null)
                        {
                            editor.RiderProcessId.SetValue(frontendProcess.Id);
                        }
                    }

                    myHost.PerformModelAction(m => m.SessionInitialized.Value = true);

                    SubscribeToLogs(lf, editor);
                    SubscribeToOpenFile(editor);

                    editor.Play.AdviseNotNull(lf, b => myHost.PerformModelAction(rd => rd.Play.SetValue(b)));
                    editor.Pause.AdviseNotNull(lf, b => myHost.PerformModelAction(rd => rd.Pause.SetValue(b)));


                    editor.UnityProcessId.View(lf, (_, pid) => myHost.PerformModelAction(t => t.UnityProcessId.Set(pid)));

                    // I have split this into groups, because want to use async api for finding reference and pass them via groups to Unity
                    myHost.PerformModelAction(t => t.ShowGameObjectOnScene.Advise(lf, v => editor.ShowGameObjectOnScene.Fire(v.ConvertToUnityModel())));

                    // pass all references to Unity TODO temp workaround, replace with async api
                    myHost.PerformModelAction(t => t.FindUsageResults.Advise(lf, v => editor.FindUsageResults.Fire(v.ConvertToUnityModel())));

                    editor.EditorLogPath.Advise(lifetime,
                                                s => myHost.PerformModelAction(a => a.EditorLogPath.SetValue(s)));
                    editor.PlayerLogPath.Advise(lifetime,
                                                s => myHost.PerformModelAction(a => a.PlayerLogPath.SetValue(s)));

                    // Note that these are late-init properties. Once set, they are always set and do not allow nulls.
                    // This means that if/when the Unity <-> Backend protocol closes, they still retain the last value
                    // they had - so the front end will retain the log and application paths of the just-closed editor.
                    // Opening a new editor instance will reconnect and push a new value through to the front end
                    editor.ApplicationPath.Advise(lifetime,
                                                  s => myHost.PerformModelAction(a => a.ApplicationPath.SetValue(s)));
                    editor.ApplicationContentsPath.Advise(lifetime,
                                                          s => myHost.PerformModelAction(a => a.ApplicationContentsPath.SetValue(s)));
                    editor.NotifyIsRecompileAndContinuePlaying.AdviseOnce(lifetime,
                                                                          s => myHost.PerformModelAction(a => a.NotifyIsRecompileAndContinuePlaying.Fire(s)));

                    BindPluginPathToSettings(lf, editor);

                    TrackActivity(editor, lf);

                    if (!myComponentLifetime.IsTerminated)
                    {
                        myLocks.ExecuteOrQueueEx(myComponentLifetime, "setModel",
                                                 () => { UnityModel.SetValue(editor); });
                    }

                    lf.AddAction(() =>
                    {
                        if (!myComponentLifetime.IsTerminated)
                        {
                            myLocks.ExecuteOrQueueEx(myComponentLifetime, "clearModel", () =>
                            {
                                myLogger.Info("Wire disconnected.");
                                myHost.PerformModelAction(m => m.SessionInitialized.Value = false);
                                UnityModel.SetValue(null);
                            });
                        }
                    });
                });
            }
            catch (Exception ex)
            {
                myLogger.Error(ex);
            }
        }
        private void CreateProtocols(FileSystemPath protocolInstancePath)
        {
            if (!protocolInstancePath.ExistsFile)
            {
                return;
            }

            List <ProtocolInstance> protocolInstanceList;

            try
            {
                protocolInstanceList = ProtocolInstance.FromJson(protocolInstancePath.ReadAllText2().Text);
            }
            catch (Exception e)
            {
                myLogger.Warn($"Unable to parse {protocolInstancePath}" + Environment.NewLine + e);
                return;
            }

            var protocolInstance = protocolInstanceList?.SingleOrDefault(a => a.SolutionName == mySolution.SolutionFilePath.NameWithoutExtension);

            if (protocolInstance == null)
            {
                return;
            }

            myLogger.Info($"EditorPlugin protocol port {protocolInstance.Port} for Solution: {protocolInstance.SolutionName}.");

            try
            {
                var lifetime = mySessionLifetimes.Next();
                myLogger.Info("Create protocol...");

                myLogger.Info("Creating SocketWire with port = {0}", protocolInstance.Port);
                var wire = new SocketWire.Client(lifetime, myDispatcher, protocolInstance.Port, "UnityClient");

                var protocol = new Protocol("UnityEditorPlugin", new Serializers(),
                                            new Identities(IdKind.Client), myDispatcher, wire, lifetime);

                protocol.ThrowErrorOnOutOfSyncModels = false;

                protocol.OutOfSyncModels.AdviseOnce(lifetime, e =>
                {
                    if (myPluginInstallations.Contains(mySolution.SolutionFilePath))
                    {
                        return;
                    }

                    myPluginInstallations.Add(mySolution.SolutionFilePath); // avoid displaying Notification multiple times on each AppDomain.Reload in Unity

                    var appVersion = myUnityVersion.GetActualVersionForSolution();
                    if (appVersion < new Version(2019, 2))
                    {
                        var entry     = myBoundSettingsStore.Schema.GetScalarEntry((UnitySettings s) => s.InstallUnity3DRiderPlugin);
                        var isEnabled = myBoundSettingsStore.GetValueProperty <bool>(lifetime, entry, null).Value;
                        if (!isEnabled)
                        {
                            myHost.PerformModelAction(model => model.OnEditorModelOutOfSync());
                        }
                    }
                    else
                    {
                        var notification = new NotificationModel("Advanced Unity integration is unavailable",
                                                                 $"Please update External Editor to {myHostProductInfo.VersionMarketingString} in Unity Preferences.",
                                                                 true, RdNotificationEntryType.WARN);
                        mySolution.Locks.ExecuteOrQueue(lifetime, "OutOfSyncModels.Notify", () => myNotificationsModel.Notification(notification));
                    }
                });

                wire.Connected.WhenTrue(lifetime, lf =>
                {
                    myLogger.Info("WireConnected.");

                    var editor = new EditorPluginModel(lf, protocol);
                    editor.IsBackendConnected.Set(rdVoid => true);

                    if (PlatformUtil.RuntimePlatform == PlatformUtil.Platform.Windows)
                    {
                        var frontendProcess = Process.GetCurrentProcess().GetParent(); // RiderProcessId is not used on non-Windows, but this line gives bad warning in the log
                        if (frontendProcess != null)
                        {
                            editor.RiderProcessId.SetValue(frontendProcess.Id);
                        }
                    }

                    myHost.PerformModelAction(m => m.SessionInitialized.Value = true);

                    SubscribeToLogs(lf, editor);
                    SubscribeToOpenFile(editor);

                    editor.Play.Advise(lf, b => myHost.PerformModelAction(rd => rd.Play.SetValue(b)));
                    editor.Pause.Advise(lf, b => myHost.PerformModelAction(rd => rd.Pause.SetValue(b)));
                    editor.ClearOnPlay.Advise(lf, time => myHost.PerformModelAction(rd => rd.ClearOnPlay(time)));

                    editor.UnityProcessId.View(lf, (_, pid) => myHost.PerformModelAction(t => t.UnityProcessId.Set(pid)));

                    // I have split this into groups, because want to use async api for finding reference and pass them via groups to Unity
                    myHost.PerformModelAction(t => t.ShowFileInUnity.Advise(lf, v => editor.ShowFileInUnity.Fire(v)));
                    myHost.PerformModelAction(t => t.ShowPreferences.Advise(lf, v =>
                    {
                        editor.ShowPreferences.Fire();
                    }));

                    editor.EditorLogPath.Advise(lifetime,
                                                s => myHost.PerformModelAction(a => a.EditorLogPath.SetValue(s)));
                    editor.PlayerLogPath.Advise(lifetime,
                                                s => myHost.PerformModelAction(a => a.PlayerLogPath.SetValue(s)));

                    // Note that these are late-init properties. Once set, they are always set and do not allow nulls.
                    // This means that if/when the Unity <-> Backend protocol closes, they still retain the last value
                    // they had - so the front end will retain the log and application paths of the just-closed editor.
                    // Opening a new editor instance will reconnect and push a new value through to the front end
                    editor.UnityApplicationData.Advise(lifetime,
                                                       s => myHost.PerformModelAction(a =>
                    {
                        var version = UnityVersion.Parse(s.ApplicationVersion);
                        a.UnityApplicationData.SetValue(new UnityApplicationData(s.ApplicationPath,
                                                                                 s.ApplicationContentsPath, s.ApplicationVersion, UnityVersion.RequiresRiderPackage(version)));
                    }));
                    editor.ScriptCompilationDuringPlay.Advise(lifetime,
                                                              s => myHost.PerformModelAction(a => a.ScriptCompilationDuringPlay.Set(ConvertToScriptCompilationEnum(s))));

                    myHost.PerformModelAction(rd =>
                    {
                        rd.GenerateUIElementsSchema.Set((l, u) =>
                                                        editor.GenerateUIElementsSchema.Start(l, u).ToRdTask(l));
                    });

                    TrackActivity(editor, lf);

                    if (!myComponentLifetime.IsTerminated)
                    {
                        myLocks.ExecuteOrQueueEx(myComponentLifetime, "setModel",
                                                 () => { UnityModel.SetValue(editor); });
                    }

                    lf.AddAction(() =>
                    {
                        if (!myComponentLifetime.IsTerminated)
                        {
                            myLocks.ExecuteOrQueueEx(myComponentLifetime, "clearModel", () =>
                            {
                                myLogger.Info("Wire disconnected.");
                                myHost.PerformModelAction(m => m.SessionInitialized.Value = false);
                                UnityModel.SetValue(null);
                            });
                        }
                    });
                });
            }
            catch (Exception ex)
            {
                myLogger.Error(ex);
            }
        }
        private void CreateProtocols(FileSystemPath protocolInstancePath)
        {
            if (!protocolInstancePath.ExistsFile)
            {
                return;
            }

            List <ProtocolInstance> protocolInstanceList;

            try
            {
                protocolInstanceList = ProtocolInstance.FromJson(protocolInstancePath.ReadAllText2().Text);
            }
            catch (Exception e)
            {
                myLogger.Warn($"Unable to parse {protocolInstancePath}" + Environment.NewLine + e);
                return;
            }

            var protocolInstance = protocolInstanceList?.SingleOrDefault(a => a.SolutionName == mySolution.SolutionFilePath.NameWithoutExtension);

            if (protocolInstance == null)
            {
                return;
            }

            myLogger.Info($"UNITY_Port {protocolInstance.Port} for Solution: {protocolInstance.SolutionName}.");

            try
            {
                var lifetime = mySessionLifetimes.Next();
                myLogger.Info("Create protocol...");

                myLogger.Info("Creating SocketWire with port = {0}", protocolInstance.Port);
                var wire = new SocketWire.Client(lifetime, myDispatcher, protocolInstance.Port, "UnityClient");
                wire.Connected.WhenTrue(lifetime, lf =>
                {
                    myLogger.Info("WireConnected.");

                    var protocol = new Protocol("UnityEditorPlugin", new Serializers(),
                                                new Identities(IdKind.Client), myDispatcher, wire);
                    var model = new EditorPluginModel(lf, protocol);
                    model.IsBackendConnected.Set(rdVoid => true);
                    var frontendProcess = Process.GetCurrentProcess().GetParent();
                    if (frontendProcess != null)
                    {
                        model.RiderProcessId.SetValue(frontendProcess.Id);
                    }

                    myHost.SetModelData("UNITY_SessionInitialized", "true");

                    SubscribeToLogs(lf, model);
                    SubscribeToOpenFile(model);
                    model.Play.AdviseNotNull(lf, b => myHost.PerformModelAction(a => a.Play.SetValue(b)));
                    model.Pause.AdviseNotNull(lf, b => myHost.SetModelData("UNITY_Pause", b.ToString().ToLower()));

                    // Note that these are late-init properties. Once set, they are always set and do not allow nulls.
                    // This means that if/when the Unity <-> Backend protocol closes, they still retain the last value
                    // they had - so the front end will retain the log and application paths of the just-closed editor.
                    // Opening a new editor instance will reconnect and push a new value through to the front end
                    model.EditorLogPath.Advise(lifetime,
                                               s => myHost.PerformModelAction(a => a.EditorLogPath.SetValue(s)));
                    model.PlayerLogPath.Advise(lifetime,
                                               s => myHost.PerformModelAction(a => a.PlayerLogPath.SetValue(s)));

                    model.ApplicationPath.Advise(lifetime,
                                                 s => myHost.PerformModelAction(a => a.ApplicationPath.SetValue(s)));
                    model.ApplicationContentsPath.Advise(lifetime,
                                                         s => myHost.PerformModelAction(a => a.ApplicationContentsPath.SetValue(s)));

                    BindPluginPathToSettings(lf, model);

                    TrackActivity(model, lf);

                    if (!myComponentLifetime.IsTerminated)
                    {
                        myLocks.ExecuteOrQueueEx(myComponentLifetime, "setModel",
                                                 () => { myUnityModel.SetValue(model, myReadonlyToken); });
                    }

                    lf.AddAction(() =>
                    {
                        if (!myComponentLifetime.IsTerminated)
                        {
                            myLocks.ExecuteOrQueueEx(myComponentLifetime, "clearModel", () =>
                            {
                                myLogger.Info("Wire disconnected.");
                                myHost.SetModelData("UNITY_SessionInitialized", "false");
                                myUnityModel.SetValue(null, myReadonlyToken);
                            });
                        }
                    });
                });
            }
            catch (Exception ex)
            {
                myLogger.Error(ex);
            }
        }