UnityGame/Library/PackageCache/com.unity.ide.visualstudio/Editor/VisualStudioEditor.cs

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2024-10-27 10:53:47 +03:00
/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEditor;
using UnityEngine;
using Unity.CodeEditor;
[assembly: InternalsVisibleTo("Unity.VisualStudio.EditorTests")]
[assembly: InternalsVisibleTo("Unity.VisualStudio.Standalone.EditorTests")]
[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]
namespace Microsoft.Unity.VisualStudio.Editor
{
[InitializeOnLoad]
public class VisualStudioEditor : IExternalCodeEditor
{
CodeEditor.Installation[] IExternalCodeEditor.Installations => _discoverInstallations
.Result
.Values
.Select(v => v.ToCodeEditorInstallation())
.ToArray();
private static readonly AsyncOperation<Dictionary<string, IVisualStudioInstallation>> _discoverInstallations;
static VisualStudioEditor()
{
if (!UnityInstallation.IsMainUnityEditorProcess)
return;
Discovery.Initialize();
CodeEditor.Register(new VisualStudioEditor());
_discoverInstallations = AsyncOperation<Dictionary<string, IVisualStudioInstallation>>.Run(DiscoverInstallations);
}
#if UNITY_2019_4_OR_NEWER && !UNITY_2020
[InitializeOnLoadMethod]
static void LegacyVisualStudioCodePackageDisabler()
{
// disable legacy Visual Studio Code packages
var editor = CodeEditor.Editor.GetCodeEditorForPath("code.cmd");
if (editor == null)
return;
if (editor is VisualStudioEditor)
return;
// only disable the com.unity.ide.vscode package
var assembly = editor.GetType().Assembly;
var assemblyName = assembly.GetName().Name;
if (assemblyName != "Unity.VSCode.Editor")
return;
CodeEditor.Unregister(editor);
}
#endif
private static Dictionary<string, IVisualStudioInstallation> DiscoverInstallations()
{
try
{
return Discovery
.GetVisualStudioInstallations()
.ToDictionary(i => Path.GetFullPath(i.Path), i => i);
}
catch (Exception ex)
{
Debug.LogError($"Error detecting Visual Studio installations: {ex}");
return new Dictionary<string, IVisualStudioInstallation>();
}
}
internal static bool IsEnabled => CodeEditor.CurrentEditor is VisualStudioEditor && UnityInstallation.IsMainUnityEditorProcess;
// this one seems legacy and not used anymore
// keeping it for now given it is public, so we need a major bump to remove it
public void CreateIfDoesntExist()
{
if (!TryGetVisualStudioInstallationForPath(CodeEditor.CurrentEditorInstallation, true, out var installation))
return;
var generator = installation.ProjectGenerator;
if (!generator.HasSolutionBeenGenerated())
generator.Sync();
}
public void Initialize(string editorInstallationPath)
{
}
internal virtual bool TryGetVisualStudioInstallationForPath(string editorPath, bool lookupDiscoveredInstallations, out IVisualStudioInstallation installation)
{
editorPath = Path.GetFullPath(editorPath);
// lookup for well known installations
if (lookupDiscoveredInstallations && _discoverInstallations.Result.TryGetValue(editorPath, out installation))
return true;
return Discovery.TryDiscoverInstallation(editorPath, out installation);
}
public virtual bool TryGetInstallationForPath(string editorPath, out CodeEditor.Installation installation)
{
var result = TryGetVisualStudioInstallationForPath(editorPath, lookupDiscoveredInstallations: false, out var vsi);
installation = vsi?.ToCodeEditorInstallation() ?? default;
return result;
}
public void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (!TryGetVisualStudioInstallationForPath(CodeEditor.CurrentEditorInstallation, true, out var installation))
return;
var package = UnityEditor.PackageManager.PackageInfo.FindForAssembly(GetType().Assembly);
var style = new GUIStyle
{
richText = true,
margin = new RectOffset(0, 4, 0, 0)
};
GUILayout.Label($"<size=10><color=grey>{package.displayName} v{package.version} enabled</color></size>", style);
GUILayout.EndHorizontal();
EditorGUILayout.LabelField("Generate .csproj files for:");
EditorGUI.indentLevel++;
SettingsButton(ProjectGenerationFlag.Embedded, "Embedded packages", "", installation);
SettingsButton(ProjectGenerationFlag.Local, "Local packages", "", installation);
SettingsButton(ProjectGenerationFlag.Registry, "Registry packages", "", installation);
SettingsButton(ProjectGenerationFlag.Git, "Git packages", "", installation);
SettingsButton(ProjectGenerationFlag.BuiltIn, "Built-in packages", "", installation);
SettingsButton(ProjectGenerationFlag.LocalTarBall, "Local tarball", "", installation);
SettingsButton(ProjectGenerationFlag.Unknown, "Packages from unknown sources", "", installation);
SettingsButton(ProjectGenerationFlag.PlayerAssemblies, "Player projects", "For each player project generate an additional csproj with the name 'project-player.csproj'", installation);
RegenerateProjectFiles(installation);
EditorGUI.indentLevel--;
}
private static void RegenerateProjectFiles(IVisualStudioInstallation installation)
{
var rect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect());
rect.width = 252;
if (GUI.Button(rect, "Regenerate project files"))
{
installation.ProjectGenerator.Sync();
}
}
private static void SettingsButton(ProjectGenerationFlag preference, string guiMessage, string toolTip, IVisualStudioInstallation installation)
{
var generator = installation.ProjectGenerator;
var prevValue = generator.AssemblyNameProvider.ProjectGenerationFlag.HasFlag(preference);
var newValue = EditorGUILayout.Toggle(new GUIContent(guiMessage, toolTip), prevValue);
if (newValue != prevValue)
generator.AssemblyNameProvider.ToggleProjectGeneration(preference);
}
public void SyncIfNeeded(string[] addedFiles, string[] deletedFiles, string[] movedFiles, string[] movedFromFiles, string[] importedFiles)
{
if (TryGetVisualStudioInstallationForPath(CodeEditor.CurrentEditorInstallation, true, out var installation))
{
installation.ProjectGenerator.SyncIfNeeded(addedFiles.Union(deletedFiles).Union(movedFiles).Union(movedFromFiles), importedFiles);
}
foreach (var file in importedFiles.Where(a => Path.GetExtension(a) == ".pdb"))
{
var pdbFile = FileUtility.GetAssetFullPath(file);
// skip Unity packages like com.unity.ext.nunit
if (pdbFile.IndexOf($"{Path.DirectorySeparatorChar}com.unity.", StringComparison.OrdinalIgnoreCase) > 0)
continue;
var asmFile = Path.ChangeExtension(pdbFile, ".dll");
if (!File.Exists(asmFile) || !Image.IsAssembly(asmFile))
continue;
if (Symbols.IsPortableSymbolFile(pdbFile))
continue;
Debug.LogWarning($"Unity is only able to load mdb or portable-pdb symbols. {file} is using a legacy pdb format.");
}
}
public void SyncAll()
{
if (TryGetVisualStudioInstallationForPath(CodeEditor.CurrentEditorInstallation, true, out var installation))
{
installation.ProjectGenerator.Sync();
}
}
private static bool IsSupportedPath(string path, IGenerator generator)
{
// Path is empty with "Open C# Project", as we only want to open the solution without specific files
if (string.IsNullOrEmpty(path))
return true;
// cs, uxml, uss, shader, compute, cginc, hlsl, glslinc, template are part of Unity builtin extensions
// txt, xml, fnt, cd are -often- par of Unity user extensions
// asdmdef is mandatory included
return generator.IsSupportedFile(path);
}
public bool OpenProject(string path, int line, int column)
{
var editorPath = CodeEditor.CurrentEditorInstallation;
if (!Discovery.TryDiscoverInstallation(editorPath, out var installation)) {
Debug.LogWarning($"Visual Studio executable {editorPath} is not found. Please change your settings in Edit > Preferences > External Tools.");
return false;
}
var generator = installation.ProjectGenerator;
if (!IsSupportedPath(path, generator))
return false;
if (!IsProjectGeneratedFor(path, generator, out var missingFlag))
Debug.LogWarning($"You are trying to open {path} outside a generated project. This might cause problems with IntelliSense and debugging. To avoid this, you can change your .csproj preferences in Edit > Preferences > External Tools and enable {GetProjectGenerationFlagDescription(missingFlag)} generation.");
var solution = GetOrGenerateSolutionFile(generator);
return installation.Open(path, line, column, solution);
}
private static string GetProjectGenerationFlagDescription(ProjectGenerationFlag flag)
{
switch (flag)
{
case ProjectGenerationFlag.BuiltIn:
return "Built-in packages";
case ProjectGenerationFlag.Embedded:
return "Embedded packages";
case ProjectGenerationFlag.Git:
return "Git packages";
case ProjectGenerationFlag.Local:
return "Local packages";
case ProjectGenerationFlag.LocalTarBall:
return "Local tarball";
case ProjectGenerationFlag.PlayerAssemblies:
return "Player projects";
case ProjectGenerationFlag.Registry:
return "Registry packages";
case ProjectGenerationFlag.Unknown:
return "Packages from unknown sources";
default:
return string.Empty;
}
}
private static bool IsProjectGeneratedFor(string path, IGenerator generator, out ProjectGenerationFlag missingFlag)
{
missingFlag = ProjectGenerationFlag.None;
// No need to check when opening the whole solution
if (string.IsNullOrEmpty(path))
return true;
// We only want to check for cs scripts
if (ProjectGeneration.ScriptingLanguageForFile(path) != ScriptingLanguage.CSharp)
return true;
// Even on windows, the package manager requires relative path + unix style separators for queries
var basePath = generator.ProjectDirectory;
var relativePath = path
.NormalizeWindowsToUnix()
.Replace(basePath, string.Empty)
.Trim(FileUtility.UnixSeparator);
var packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssetPath(relativePath);
if (packageInfo == null)
return true;
var source = packageInfo.source;
if (!Enum.TryParse<ProjectGenerationFlag>(source.ToString(), out var flag))
return true;
if (generator.AssemblyNameProvider.ProjectGenerationFlag.HasFlag(flag))
return true;
// Return false if we found a source not flagged for generation
missingFlag = flag;
return false;
}
private static string GetOrGenerateSolutionFile(IGenerator generator)
{
generator.Sync();
return generator.SolutionFile();
}
}
}