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<00> <00><00><00>.<00><00>y<00>Q <00><00><00>.<00> <00><00><00>X!H<00>i<00><><EFBFBD><EFBFBD>"<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>#@<00><00><00>$Q<00>j<00>%H<00>u<00><><EFBFBD><EFBFBD>&<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>'@<00><00><00>(Q<00>j<00>)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespace\<00>y<EFBFBD>`<00>0<00>y<EFBFBD>VisualStudioEditor70/*---------------------------------------------------------------------------------------------
* 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.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
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
{
internal static bool IsOSX => Application.platform == RuntimePlatform.OSXEditor;
internal static bool IsWindows => !IsOSX && Path.DirectorySeparatorChar == FileUtility.WinSeparator && Environment.NewLine == "\r\n";
CodeEditor.Installation[] IExternalCodeEditor.Installations => _discoverInstallations.Result
.Select(i => i.ToCodeEditorInstallation())
.ToArray();
private static readonly AsyncOperation<IVisualStudioInstallation[]> _discoverInstallations;
private readonly IGenerator _generator = new ProjectGeneration();
static VisualStudioEditor()
{
if (!UnityInstallation.IsMainUnityEditorProcess)
return;
if (IsWindows)
Discovery.FindVSWhere();
CodeEditor.Register(new VisualStudioEditor());
_discoverInstallations = AsyncOperation<IVisualStudioInstallation[]>.Run(DiscoverInstallations);
}
private static IVisualStudioInstallation[] DiscoverInstallations()
{
try
{
return Discovery
.GetVisualStudioInstallations()
.ToArray();
}
catch (Exception ex)
{
UnityEngine.Debug.LogError($"Error detecting Visual Studio installations: {ex}");
return Array.Empty<IVisualStudioInstallation>();
}
}
internal static bool IsEnabled => CodeEditor.CurrentEditor is VisualStudioEditor && UnityInstallation.IsMainUnityEditorProcess;
public void CreateIfDoesntExist()
{
if (!_generator.HasSolutionBeenGenerated())
_generator.Sync();
}
public void Initialize(string editorInstallationPath)
{
}
internal virtual bool TryGetVisualStudioInstallationForPath(string editorPath, bool searchInstallations, out IVisualStudioInstallation installation)
{
if (searchInstallations)
{
// lookup for well known installations
foreach (var candidate in _discoverInstallations.Result)
{
if (!string.Equals(Path.GetFullPath(editorPath), Path.GetFullPath(candidate.Path), StringComparison.OrdinalIgnoreCase))
continue;
installation = candidate;
return true;
}
}
return Discovery.TryDiscoverInstallation(editorPath, out installation);
}
public virtual bool TryGetInstallationForPath(string editorPath, out CodeEditor.Installation installation)
{
var result = TryGetVisualStudioInstallationForPath(editorPath, searchInstallations: false, out var vsi);
installation = vsi == null ? default : vsi.ToCodeEditorInstallation();
return result;
}
public void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
var package = UnityEditor.PackageManager.PackageInfo.FindForAssembly(GetType().Assembly);
var style = new GUIStyle
{
richText = true,
margin = new RectOffset(0, 4, 0, 0)
};
GUILayout.Label($"<size=10><color=grey>{package.displayName} v{package.version} enabled</color></size>", style);
GUILayout.EndHorizontal();
EditorGUILayout.LabelField("Generate .csproj files for:");
EditorGUI.indentLevel++;
SettingsButton(ProjectGenerationFlag.Embedded, "Embedded packages", "");
SettingsButton(ProjectGenerationFlag.Local, "Local packages", "");
SettingsButton(ProjectGenerationFlag.Registry, "Registry packages", "");
SettingsButton(ProjectGenerationFlag.Git, "Git packages", "");
SettingsButton(ProjectGenerationFlag.BuiltIn, "Built-in packages", "");
SettingsButton(ProjectGenerationFlag.LocalTarBall, "Local tarball", "");
SettingsButton(ProjectGenerationFlag.Unknown, "Packages from unknown sources", "");
SettingsButton(ProjectGenerationFlag.PlayerAssemblies, "Player projects", "For each player project generate an additional csproj with the name 'project-player.csproj'");
RegenerateProjectFiles();
EditorGUI.indentLevel--;
}
void RegenerateProjectFiles()
{
var rect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { }));
rect.width = 252;
if (GUI.Button(rect, "Regenerate project files"))
{
_generator.Sync();
}
}
void SettingsButton(ProjectGenerationFlag preference, string guiMessage, string toolTip)
{
var prevValue = _generator.AssemblyNameProvider.ProjectGenerationFlag.HasFlag(preference);
var newValue = EditorGUILayout.Toggle(new GUIContent(guiMessage, toolTip), prevValue);
if (newValue != prevValue)
{
_generator.AssemblyNameProvider.ToggleProjectGeneration(preference);
}
}
public void SyncIfNeeded(string[] addedFiles, string[] deletedFiles, string[] movedFiles, string[] movedFromFiles, string[] importedFiles)
{
_generator.SyncIfNeeded(addedFiles.Union(deletedFiles).Union(movedFiles).Union(movedFromFiles), importedFiles);
foreach (var file in importedFiles.Where(a => Path.GetExtension(a) == ".pdb"))
{
var pdbFile = FileUtility.GetAssetFullPath(file);
// skip Unity packages like com.unity.ext.nunit
if (pdbFile.IndexOf($"{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;
UnityEngine.Debug.LogWarning($"Unity is only able to load mdb or portable-pdb symbols. {file} is using a legacy pdb format.");
}
}
public void SyncAll()
{
AssetDatabase.Refresh();
_generator.Sync();
}
bool IsSupportedPath(string path)
{
// Path is empty with "Open C# Project", as we only want to open the solution without specific files
if (string.IsNullOrEmpty(path))
return true;
// cs, uxml, uss, shader, compute, cginc, hlsl, glslinc, template are part of Unity builtin extensions
// txt, xml, fnt, cd are -often- par of Unity user extensions
// asdmdef is mandatory included
if (_generator.IsSupportedFile(path))
return true;
return false;
}
private static void CheckCurrentEditorInstallation()
{
var editorPath = CodeEditor.CurrentEditorInstallation;
try
{
if (Discovery.TryDiscoverInstallation(editorPath, out _))
return;
}
catch (IOException)
{
}
UnityEngine.Debug.LogWarning($"Visual Studio executable {editorPath} is not found. Please change your settings in Edit > Preferences > External Tools.");
}
public bool OpenProject(string path, int line, int column)
{
CheckCurrentEditorInstallation();
if (!IsSupportedPath(path))
return false;
if (!IsProjectGeneratedFor(path, out var missingFlag))
UnityEngine.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.");
if (IsOSX)
return OpenOSXApp(path, line, column);
if (IsWindows)
return OpenWindowsApp(path, line);
return false;
}
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 bool IsProjectGeneratedFor(string path, 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.ScriptingLanguageFor(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 = FileUtility
.NormalizeWindowsToUnix(path)
.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 bool OpenWindowsApp(string path, int line)
{
var progpath = FileUtility.GetPackageAssetFullPath("Editor", "COMIntegration", "Release", "COMIntegration.exe");
if (string.IsNullOrWhiteSpace(progpath))
return false;
string absolutePath = "";
if (!string.IsNullOrWhiteSpace(path))
{
absolutePath = Path.GetFullPath(path);
}
// We remove all invalid chars from the solution filename, but we cannot prevent the user from using a specific path for the Unity project
// So process the fullpath to make it compatible with VS
var solution = GetOrGenerateSolutionFile(path);
if (!string.IsNullOrWhiteSpace(solution))
{
solution = $"\"{solution}\"";
solution = solution.Replace("^", "^^");
}
var process = new Process
{
StartInfo = new ProcessStartInfo
{
FileName = progpath,
Arguments = $"\"{CodeEditor.CurrentEditorInstallation}\" {solution} \"{absolutePath}\" {line}",
CreateNoWindow = true,
UseShellExecute = false,
RedirectStandardOutput = true,
RedirectStandardError = true,
}
};
var result = process.Start();
while (!process.StandardOutput.EndOfStream)
{
var outputLine = process.StandardOutput.ReadLine();
if (outputLine == "displayProgressBar")
{
EditorUtility.DisplayProgressBar("Opening Visual Studio", "Starting up Visual Studio, this might take some time.", .5f);
}
if (outputLine == "clearprogressbar")
{
EditorUtility.ClearProgressBar();
}
}
var errorOutput = process.StandardError.ReadToEnd();
if (!string.IsNullOrEmpty(errorOutput))
{
Console.WriteLine("Error: \n" + errorOutput);
}
process.WaitForExit();
return result;
}
[DllImport("AppleEventIntegration")]
static extern bool OpenVisualStudio(string appPath, string solutionPath, string filePath, int line);
bool OpenOSXApp(string path, int line, int column)
{
string absolutePath = "";
if (!string.IsNullOrWhiteSpace(path))
{
absolutePath = Path.GetFullPath(path);
}
string solution = GetOrGenerateSolutionFile(path);
return OpenVisualStudio(CodeEditor.CurrentEditorInstallation, solution, absolutePath, line);
}
private string GetOrGenerateSolutionFile(string path)
{
var solution = GetSolutionFile(path);
if (solution == "")
{
_generator.Sync();
solution = GetSolutionFile(path);
}
return solution;
}
string GetSolutionFile(string path)
{
var solutionFile = _generator.SolutionFile();
if (File.Exists(solutionFile))
{
return solutionFile;
}
return "";
}
}
}
VisualStudioEditor#Microsoft.Unity.VisualStudio.Editor