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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using UnityEditor.Scripting.Compilers;
using System.IO;
using Unity.Scripting.Compilation;
namespace UnityEditor.Scripting.ScriptCompilation
{
[Flags]
enum CompilationTaskOptions
{
None = 0,
StopOnFirstError = (1 << 0),
RunPostProcessors = (1 << 1)
}
// CompilationTask represents one complete rebuild of all the ScriptAssembly's that are passed in the constructor.
// The ScriptAssembly's are built in correct order according to their ScriptAssembly dependencies.
class CompilationTask
{
enum CompilionTaskState
{
Started = 0,
Running = 1,
Finished = 2
}
HashSet<ScriptAssembly> pendingAssemblies;
Dictionary<ScriptAssembly, CompilerMessage[]> compiledAssemblies = new Dictionary<ScriptAssembly, CompilerMessage[]>();
Dictionary<ScriptAssembly, CompilerMessage[]> processedAssemblies = new Dictionary<ScriptAssembly, CompilerMessage[]>();
Dictionary<ScriptAssembly, ScriptCompilerBase> compilerTasks = new Dictionary<ScriptAssembly, ScriptCompilerBase>();
List<PostProcessorTask> postProcessorTasks = new List<PostProcessorTask>();
List<PostProcessorTask> pendingPostProcessorTasks = new List<PostProcessorTask>();
ScriptAssembly[] scriptAssemblies;
string buildOutputDirectory;
object context;
int compilePhase = 0;
EditorScriptCompilationOptions options;
CompilationTaskOptions compilationTaskOptions;
int maxConcurrentCompilers;
CompilionTaskState state = CompilionTaskState.Started;
IILPostProcessing ilPostProcessing;
private readonly CompilerFactory compilerFactory;
public event Action<object> OnCompilationTaskStarted;
public event Action<object> OnCompilationTaskFinished;
public event Action<ScriptAssembly, int> OnBeforeCompilationStarted;
public event Action<ScriptAssembly, int> OnCompilationStarted;
public event Action<ScriptAssembly> OnPostProcessingStarted;
public event Action<ScriptAssembly, List<CompilerMessage>> OnCompilationFinished;
public bool Stopped { get; private set; }
public bool CompileErrors { get; private set; }
public CompilationTask(ScriptAssembly[] scriptAssemblies,
string buildOutputDirectory,
object context,
EditorScriptCompilationOptions options,
CompilationTaskOptions compilationTaskOptions,
int maxConcurrentCompilers,
IILPostProcessing ilPostProcessing,
CompilerFactory compilerFactory)
{
this.scriptAssemblies = scriptAssemblies;
pendingAssemblies = new HashSet<ScriptAssembly>(scriptAssemblies);
CompileErrors = false;
this.buildOutputDirectory = buildOutputDirectory;
this.context = context;
this.options = options;
this.compilationTaskOptions = compilationTaskOptions;
this.maxConcurrentCompilers = maxConcurrentCompilers;
this.ilPostProcessing = ilPostProcessing;
this.compilerFactory = compilerFactory;
}
public ScriptAssembly[] ScriptAssemblies
{
get
{
return scriptAssemblies;
}
}
public bool IsCompiling
{
get { return pendingAssemblies.Count > 0 || compilerTasks.Count > 0 || postProcessorTasks.Count > 0; }
}
public Dictionary<ScriptAssembly, CompilerMessage[]> CompilerMessages
{
get { return processedAssemblies; }
}
public void Stop()
{
if (Stopped)
return;
foreach (var task in compilerTasks)
{
var compiler = task.Value;
compiler.Dispose();
}
compilerTasks.Clear();
Stopped = true;
}
void HandleOnCompilationTaskStarted()
{
if (state == CompilionTaskState.Started)
{
if (OnCompilationTaskStarted != null)
OnCompilationTaskStarted(context);
state = CompilionTaskState.Running;
}
}
void HandleOnCompilationTaskFinished()
{
if (state == CompilionTaskState.Running)
{
if (OnCompilationTaskFinished != null)
OnCompilationTaskFinished(context);
state = CompilionTaskState.Finished;
}
}
// Returns true when compilation is finished due to one of these reasons
// * Was stopped (CompilationTask.Stopped will be true)
// * Compilation had errors (CompilationTask.CompileErrors will be true)
// * Compilation succesfully completed without errors.
public bool Poll()
{
HandleOnCompilationTaskStarted();
if (Stopped)
{
HandleOnCompilationTaskFinished();
return true;
}
Dictionary<ScriptAssembly, ScriptCompilerBase> finishedCompilerTasks = null;
// Check if any compiler processes are finished.
foreach (var task in compilerTasks)
{
var compiler = task.Value;
// Did compiler task finish?
if (compiler.Poll())
{
if (finishedCompilerTasks == null)
finishedCompilerTasks = new Dictionary<ScriptAssembly, ScriptCompilerBase>();
var assembly = task.Key;
finishedCompilerTasks.Add(assembly, compiler);
}
}
// Save compiler messages from finished compiler processes and check for compile errors.
if (finishedCompilerTasks != null)
foreach (var task in finishedCompilerTasks)
{
var assembly = task.Key;
var compiler = task.Value;
var messages = compiler.GetCompilerMessages();
var messagesList = messages.ToList();
compiledAssemblies.Add(assembly, messagesList.ToArray());
if (RunPostProcessors && !messagesList.Any(m => m.type == CompilerMessageType.Error))
{
var postProcessorTask = new PostProcessorTask(assembly, messagesList, buildOutputDirectory, ilPostProcessing.PostProcess);
pendingPostProcessorTasks.Add(postProcessorTask);
}
else
{
// OnCompilationFinished callbacks might add more compiler messages
OnCompilationFinished?.Invoke(assembly, messagesList);
processedAssemblies.Add(assembly, messagesList.ToArray());
}
if (!CompileErrors)
CompileErrors = messagesList.Any(m => m.type == CompilerMessageType.Error);
compilerTasks.Remove(assembly);
compiler.Dispose();
}
List<PostProcessorTask> startedPostProcessorTasks = null;
// Check if any pending post processors can be run
foreach (var postProcessorTask in pendingPostProcessorTasks)
{
var assembly = postProcessorTask.Assembly;
// We break out of this loop instead to continuing to ensure that
// OnCompilationFinished events are emitted in the same order as
// they finished compiling.
if (IsAnyProcessUsingAssembly(assembly))
break;
if (startedPostProcessorTasks == null)
{
startedPostProcessorTasks = new List<PostProcessorTask>();
}
startedPostProcessorTasks.Add(postProcessorTask);
var assemblySourcePath = AssetPath.Combine(buildOutputDirectory, assembly.Filename);
var pdbSourcePath = AssetPath.Combine(buildOutputDirectory, assembly.PdbFilename);
try
{
File.Copy(assemblySourcePath, assembly.FullPath, true);
File.Copy(pdbSourcePath, assembly.PdbFullPath, true);
postProcessorTask.Poll();
OnPostProcessingStarted?.Invoke(assembly);
postProcessorTasks.Add(postProcessorTask);
}
catch (IOException e)
{
var messagesList = postProcessorTask.CompilerMessages;
UnityEngine.Debug.LogError($"Fail to copy {assemblySourcePath} or {pdbSourcePath} to {AssetPath.GetDirectoryName(assembly.FullPath)} before post processing the assembly. Skipping post processing.\n{e}");
// OnCompilationFinished callbacks might add more compiler messages
OnCompilationFinished?.Invoke(assembly, messagesList);
processedAssemblies.Add(assembly, messagesList.ToArray());
}
}
if (startedPostProcessorTasks != null)
foreach (var postProcessorTask in startedPostProcessorTasks)
{
pendingPostProcessorTasks.Remove(postProcessorTask);
}
HashSet<PostProcessorTask> finishedPostProcessorTasks = null;
foreach (var postProcessorTask in postProcessorTasks)
{
// We break out of this loop instead to continuing to ensure that
// OnCompilationFinished events are emitted in the same order as
// they finished compiling.
if (!postProcessorTask.Poll())
break;
// Do not copy the post processed assembly in OnCompilationFinished
// if any of the running compilers have a reference to the assembly.
// As we might copy it while the compiler has the assembly open.
if (IsAnyProcessUsingAssembly(postProcessorTask.Assembly))
break;
var messagesList = postProcessorTask.CompilerMessages;
// OnCompilationFinished callbacks might add more compiler messages
OnCompilationFinished?.Invoke(postProcessorTask.Assembly, messagesList);
processedAssemblies.Add(postProcessorTask.Assembly, messagesList.ToArray());
if (!CompileErrors)
CompileErrors = messagesList.Any(m => m.type == CompilerMessageType.Error);
if (finishedPostProcessorTasks == null)
finishedPostProcessorTasks = new HashSet<PostProcessorTask>();
finishedPostProcessorTasks.Add(postProcessorTask);
}
if (finishedPostProcessorTasks != null)
foreach (var finishedPostProcessorTask in finishedPostProcessorTasks)
{
postProcessorTasks.Remove(finishedPostProcessorTask);
}
// If StopOnFirstError is set, do not queue assemblies for compilation in case of compile errors.
bool stopOnFirstError = (compilationTaskOptions & CompilationTaskOptions.StopOnFirstError) == CompilationTaskOptions.StopOnFirstError;
if (stopOnFirstError && CompileErrors)
{
pendingAssemblies.Clear();
if (FinishedCompilation)
{
HandleOnCompilationTaskFinished();
}
return FinishedCompilation;
}
// Queue pending assemblies for compilation if we have no running compilers or if compilers have finished.
if (compilerTasks.Count == 0 || (finishedCompilerTasks != null && finishedCompilerTasks.Count > 0))
QueuePendingAssemblies();
if (FinishedCompilation)
{
HandleOnCompilationTaskFinished();
}
return FinishedCompilation;
}
bool RunPostProcessors
{
get
{
return (compilationTaskOptions & CompilationTaskOptions.RunPostProcessors) > 0;
}
}
bool FinishedCompilation
{
get
{
return pendingAssemblies.Count == 0 && compilerTasks.Count == 0 && postProcessorTasks.Count == 0;
}
}
bool IsAnyProcessUsingAssembly(ScriptAssembly assembly)
{
if (AnyRunningCompilerHasReference(assembly))
return true;
if (ilPostProcessing != null &&
ilPostProcessing.IsAnyRunningPostProcessorUsingAssembly(assembly))
return true;
return false;
}
bool AnyRunningCompilerHasReference(ScriptAssembly assembly)
{
foreach (var compilerTask in compilerTasks)
{
var compilerAssembly = compilerTask.Key;
if (compilerAssembly.ScriptAssemblyReferences.Contains(assembly))
return true;
}
return false;
}
void QueuePendingAssemblies()
{
if (pendingAssemblies.Count == 0)
return;
List<ScriptAssembly> assemblyCompileQueue = null;
List<ScriptAssembly> removePendingAssemblies = null;
// Find assemblies that have all their references already compiled.
foreach (var pendingAssembly in pendingAssemblies)
{
bool compileAssembly = true;
foreach (var reference in pendingAssembly.ScriptAssemblyReferences)
{
CompilerMessage[] messages;
if (!compiledAssemblies.TryGetValue(reference, out messages))
{
// If a reference is not compiling and not pending
// also remove this assembly from pending.
if (!compilerTasks.ContainsKey(reference) && !pendingAssemblies.Contains(reference))
{
if (removePendingAssemblies == null)
removePendingAssemblies = new List<ScriptAssembly>();
removePendingAssemblies.Add(pendingAssembly);
}
compileAssembly = false;
break;
}
// If reference has compile errors, do not compile the pending assembly.
bool compileErrors = messages.Any(m => m.type == CompilerMessageType.Error);
if (compileErrors)
{
if (removePendingAssemblies == null)
removePendingAssemblies = new List<ScriptAssembly>();
removePendingAssemblies.Add(pendingAssembly);
compileAssembly = false;
break;
}
}
if (compileAssembly)
{
if (assemblyCompileQueue == null)
assemblyCompileQueue = new List<ScriptAssembly>();
assemblyCompileQueue.Add(pendingAssembly);
}
}
if (removePendingAssemblies != null)
{
foreach (var assembly in removePendingAssemblies)
pendingAssemblies.Remove(assembly);
// All pending assemblies were removed and no assemblies
// were queued for compilation.
if (assemblyCompileQueue == null)
return;
}
// No assemblies to compile, need to wait for more references to finish compiling.
if (assemblyCompileQueue == null)
{
if (compilerTasks.Count == 0)
throw new Exception("No pending assemblies queued for compilation and no compilers running. Compilation will never finish.");
return;
}
// Begin compiling any queued assemblies
foreach (var assembly in assemblyCompileQueue)
{
pendingAssemblies.Remove(assembly);
if (assembly.CallOnBeforeCompilationStarted && OnBeforeCompilationStarted != null)
OnBeforeCompilationStarted(assembly, compilePhase);
var compiler = compilerFactory.Create(assembly, buildOutputDirectory);
compilerTasks.Add(assembly, compiler);
// Start compiler process
compiler.BeginCompiling();
if (OnCompilationStarted != null)
OnCompilationStarted(assembly, compilePhase);
if (compilerTasks.Count == maxConcurrentCompilers)
break;
}
compilePhase++;
}
}
}