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UnityProcessDiscovery.cs
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UnityProcessDiscovery.cs
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using System;
using System.Collections.Generic;
using System.Threading;
using System.Diagnostics;
using System.Net;
using System.Linq;
namespace MonoDevelop.Debugger.Soft.Unity
{
public static class UnityProcessDiscovery
{
[Flags]
public enum GetProcessOptions
{
Editor = (1 << 0),
Players = (1 << 1),
All = Editor | Players
};
static readonly PlayerConnection unityPlayerConnection;
static List<UnityProcessInfo> usbProcesses = new List<UnityProcessInfo>();
static bool usbProcessesFinished = true;
static object usbLock = new object();
static List<UnityProcessInfo> unityProcesses = new List<UnityProcessInfo>();
static bool unityProcessesFinished = true;
static bool run = true;
internal static Dictionary<uint, PlayerConnection.PlayerInfo> UnityPlayers { get; private set; }
internal static ConnectorRegistry ConnectorRegistry { get; private set; }
static UnityProcessDiscovery()
{
UnityPlayers = new Dictionary<uint, PlayerConnection.PlayerInfo>();
ConnectorRegistry = new ConnectorRegistry();
try
{
// HACK: Poll Unity players
unityPlayerConnection = new PlayerConnection();
ThreadPool.QueueUserWorkItem(delegate
{
while (run)
{
lock (unityPlayerConnection)
{
unityPlayerConnection.Poll();
}
Thread.Sleep(1000);
}
});
}
catch (Exception e)
{
UnityDebug.Log.Write("Error launching player connection discovery service: Unity player discovery will be unavailable");
UnityDebug.Log.Write(e.ToString());
Log.Error("Error launching player connection discovery service: Unity player discovery will be unavailable", e);
}
}
public static void Stop()
{
run = false;
}
public static UnityAttachInfo GetUnityAttachInfo(long processId, ref IUnityDbgConnector connector)
{
if (ConnectorRegistry.Connectors.ContainsKey((uint)processId))
{
connector = ConnectorRegistry.Connectors[(uint)processId];
return connector.SetupConnection();
}
else if (UnityPlayers.ContainsKey((uint)processId))
{
PlayerConnection.PlayerInfo player = UnityPlayers[(uint)processId];
int port = 0 == player.m_DebuggerPort
? (int)(56000 + processId % 1000)
: (int)player.m_DebuggerPort;
try
{
return new UnityAttachInfo(player.m_Id, player.m_IPEndPoint.Address, port);
}
catch (Exception ex)
{
throw new Exception($"Unable to attach to {player.m_IPEndPoint.Address}:{port}", ex);
}
}
long defaultPort = 56000 + (processId % 1000);
return new UnityAttachInfo(null, IPAddress.Loopback, (int)defaultPort);
}
/*public static UnityProcessInfo[] GetAttachableProcessesAsync()
{
List<UnityProcessInfo> processes = new List<UnityProcessInfo>();
// Get players
processes.AddRange(GetUnityPlayerProcesses(false));
// Get editor
if (unityProcessesFinished)
{
unityProcessesFinished = false;
ThreadPool.QueueUserWorkItem(delegate
{
unityProcesses = GetUnityEditorProcesses();
unityProcessesFinished = true;
});
}
processes.AddRange(unityProcesses);
// Get iOS USB
if (usbProcessesFinished)
{
usbProcessesFinished = false;
ThreadPool.QueueUserWorkItem(delegate
{
// Direct USB devices
lock (usbLock)
{
usbProcesses = GetUnityiOSUsbProcesses();
usbProcessesFinished = true;
}
});
}
processes.AddRange(usbProcesses);
return processes.ToArray();
}*/
public static List<UnityProcessInfo> GetAttachableProcesses(GetProcessOptions options = GetProcessOptions.All)
{
List<UnityProcessInfo> processes = new List<UnityProcessInfo>();
if ((options & GetProcessOptions.Editor) == GetProcessOptions.Editor)
processes.AddRange(GetUnityEditorProcesses());
if ((options & GetProcessOptions.Players) == GetProcessOptions.Players)
{
processes.AddRange(GetUnityPlayerProcesses(true));
processes.AddRange(GetUnityiOSUsbProcesses());
}
return processes;
}
public static List<UnityProcessInfo> GetUnityEditorProcesses()
{
var unityEditorProcessNames = new[] { "Unity", "Unity Editor" };
Process[] systemProcesses = Process.GetProcesses();
var unityEditorProcesses = new List<UnityProcessInfo>();
if (systemProcesses == null)
return unityEditorProcesses;
foreach (Process p in systemProcesses)
{
try
{
var processName = p.ProcessName;
foreach (var unityEditorProcessName in unityEditorProcessNames)
{
if (processName.Equals(unityEditorProcessName, StringComparison.OrdinalIgnoreCase))
{
unityEditorProcesses.Add(new UnityProcessInfo(p.Id, $"Unity Editor ({processName})", p.MainWindowTitle));
UnityDebug.Log.Write($"Unity Editor process: {unityEditorProcessName} on id: {p.Id}");
}
}
}
catch
{
// Don't care; continue
}
}
return unityEditorProcesses;
}
public static List<UnityProcessInfo> GetUnityPlayerProcesses(bool block)
{
int index = 1;
List<UnityProcessInfo> processes = new List<UnityProcessInfo>();
if (null == unityPlayerConnection)
{
return processes;
}
UnityDebug.Log.Write("UnityPlayerConnection is constructed");
if (block)
{
Monitor.Enter(unityPlayerConnection);
UnityDebug.Log.Write("Known size of available Players: " + unityPlayerConnection.AvailablePlayers.Count());
for (int i = 0; i < 12 && !unityPlayerConnection.AvailablePlayers.Any(); ++i)
{
unityPlayerConnection.Poll();
Thread.Sleep(250);
}
}
else if (!Monitor.TryEnter(unityPlayerConnection))
{
return processes;
}
UnityDebug.Log.Write("New size of available Players: " + unityPlayerConnection.AvailablePlayers.Count());
foreach (var availablePlayer in unityPlayerConnection.AvailablePlayers)
{
UnityDebug.Log.Write($"Available player: {availablePlayer}");
}
try
{
foreach (string player in unityPlayerConnection.AvailablePlayers)
{
try
{
PlayerConnection.PlayerInfo info = PlayerConnection.PlayerInfo.Parse(player);
if (info.m_AllowDebugging)
{
UnityPlayers[info.m_Guid] = info;
processes.Add(new UnityProcessInfo(info.m_Guid, info.m_Id, info.m_ProjectName));
++index;
}
}
catch (Exception e)
{
UnityDebug.Log.Write($"{player}: could not be parsed: {e.Message}");
// Don't care; continue
}
}
}
finally
{
Monitor.Exit(unityPlayerConnection);
}
return processes;
}
public static List<UnityProcessInfo> GetUnityiOSUsbProcesses()
{
var processes = new List<UnityProcessInfo>();
try
{
iOSDevices.GetUSBDevices(ConnectorRegistry, processes);
}
catch (NotSupportedException)
{
Log.Info("iOS over USB not supported on this platform");
}
catch (Exception e)
{
Log.Info("iOS USB Error: " + e);
}
return processes;
}
}
// Allows to define how to setup and tear down connection for debugger to connect to the
// debugee. For example to setup TCP tunneling over USB.
public interface IUnityDbgConnector
{
UnityAttachInfo SetupConnection();
void OnDisconnect();
}
public class ConnectorRegistry
{
// This is used to map process id <-> unique string id. MonoDevelop attachment is built
// around process ids.
object processIdLock = new object();
uint nextProcessId = 1000000;
Dictionary<uint, string> processIdToUniqueId = new Dictionary<uint, string>();
Dictionary<string, uint> uniqueIdToProcessId = new Dictionary<string, uint>();
public Dictionary<uint, IUnityDbgConnector> Connectors { get; private set; }
public uint GetProcessIdForUniqueId(string uid)
{
lock (processIdLock)
{
uint processId;
if (uniqueIdToProcessId.TryGetValue(uid, out processId))
return processId;
processId = nextProcessId++;
processIdToUniqueId.Add(processId, uid);
uniqueIdToProcessId.Add(uid, processId);
return processId;
}
}
public string GetUniqueIdFromProcessId(uint processId)
{
lock (processIdLock)
{
string uid;
if (processIdToUniqueId.TryGetValue(processId, out uid))
return uid;
return null;
}
}
public ConnectorRegistry()
{
Connectors = new Dictionary<uint, IUnityDbgConnector>();
}
}
}