forked from Unity-Technologies/UnityCsReference
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathPrecompiledAssembly.cs
More file actions
193 lines (159 loc) · 8.06 KB
/
Copy pathPrecompiledAssembly.cs
File metadata and controls
193 lines (159 loc) · 8.06 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
// 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.IO;
using System.Linq;
using System.Runtime.InteropServices;
using UnityEditor.Compilation;
using UnityEngine.Bindings;
namespace UnityEditor.Scripting.ScriptCompilation
{
[DebuggerDisplay("{Path}")]
[NativeHeader("Editor/Src/ScriptCompilation/ScriptCompilationPipeline.h")]
[StructLayout(LayoutKind.Sequential)]
struct PrecompiledAssembly
{
[NativeName("path")]
public string Path;
[NativeName("flags")]
public AssemblyFlags Flags;
}
abstract class PrecompiledAssemblyProviderBase
{
public abstract PrecompiledAssembly[] GetPrecompiledAssemblies(bool isEditor, BuildTargetGroup buildTargetGroup, BuildTarget buildTarget);
public abstract Dictionary<string, PrecompiledAssembly> GetPrecompiledAssembliesDictionary(bool isEditor, BuildTargetGroup buildTargetGroup, BuildTarget buildTarget);
public abstract PrecompiledAssembly[] GetUnityAssemblies(bool isEditor, BuildTarget buildTarget);
public abstract PrecompiledAssembly[] CachedEditorPrecompiledAssemblies { get; }
public abstract PrecompiledAssembly[] CachedUnityAssemblies { get; }
public abstract void Dirty();
protected virtual PrecompiledAssembly[] GetUnityAssembliesInternal(bool isEditor, BuildTarget buildTarget)
{
return GetUnityAssembliesNative(isEditor, buildTarget);
}
protected virtual PrecompiledAssembly[] GetPrecompiledAssembliesInternal(bool buildingForEditor, BuildTargetGroup buildTargetGroup, BuildTarget target)
{
return GetPrecompiledAssembliesNative(buildingForEditor, buildTargetGroup, target);
}
[FreeFunction("GetPrecompiledAssembliesManaged")]
protected static extern PrecompiledAssembly[] GetPrecompiledAssembliesNative(bool buildingForEditor, BuildTargetGroup buildTargetGroup, BuildTarget target);
[FreeFunction("GetUnityAssembliesManaged")]
protected static extern PrecompiledAssembly[] GetUnityAssembliesNative(bool buildingForEditor, BuildTarget target);
}
[NativeHeader("Editor/Src/ScriptCompilation/RoslynAnalyzers.bindings.h")]
class PrecompiledAssemblyProvider : PrecompiledAssemblyProviderBase
{
private class UnityAssembliesKey
{
public UnityAssembliesKey(bool isEditor, BuildTarget buildTarget)
{
IsEditor = isEditor;
BuildTarget = buildTarget;
}
public bool IsEditor { get; }
public BuildTarget BuildTarget { get; }
protected bool Equals(UnityAssembliesKey other)
{
return IsEditor == other.IsEditor && BuildTarget == other.BuildTarget;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((UnityAssembliesKey)obj);
}
public override int GetHashCode()
{
unchecked
{
return (IsEditor.GetHashCode() * 397) ^ (int)BuildTarget;
}
}
}
private Dictionary<UnityAssembliesKey, PrecompiledAssembly[]> m_UnityAssemblies;
public override PrecompiledAssembly[] CachedUnityAssemblies => m_UnityAssemblies?.Values
.SelectMany(x => x).ToArray();
private Dictionary<string, PrecompiledAssembly> m_EditorPrecompiledAssemblies;
public override PrecompiledAssembly[] CachedEditorPrecompiledAssemblies => m_EditorPrecompiledAssemblies?.Values.ToArray();
public override PrecompiledAssembly[] GetUnityAssemblies(bool isEditor, BuildTarget buildTarget)
{
m_UnityAssemblies = m_UnityAssemblies ?? new Dictionary<UnityAssembliesKey, PrecompiledAssembly[]>();
var unityAssembliesKey = new UnityAssembliesKey(isEditor, buildTarget);
if (m_UnityAssemblies.TryGetValue(unityAssembliesKey, out var assemblies))
{
return assemblies;
}
var unityAssembliesInternal = GetUnityAssembliesInternal(isEditor, buildTarget);
m_UnityAssemblies[unityAssembliesKey] = unityAssembliesInternal;
return unityAssembliesInternal;
}
public override PrecompiledAssembly[] GetPrecompiledAssemblies(bool isEditor, BuildTargetGroup buildTargetGroup, BuildTarget buildTarget)
{
return GetPrecompiledAssembliesDictionary(isEditor, buildTargetGroup, buildTarget).Values.ToArray();
}
[FreeFunction("GetAllRoslynAnalyzerPaths")]
internal static extern string[] GetRoslynAnalyzerPaths();
public override Dictionary<string, PrecompiledAssembly> GetPrecompiledAssembliesDictionary(bool isEditor, BuildTargetGroup buildTargetGroup, BuildTarget buildTarget)
{
if (isEditor && m_EditorPrecompiledAssemblies != null)
{
return m_EditorPrecompiledAssemblies;
}
var precompiledAssembliesInternal = GetPrecompiledAssembliesInternal(isEditor, buildTargetGroup, buildTarget);
var fileNameToPrecompiledAssembly = ValidateAndGetNameToPrecompiledAssembly(precompiledAssembliesInternal);
if (isEditor)
{
m_EditorPrecompiledAssemblies = fileNameToPrecompiledAssembly;
}
return fileNameToPrecompiledAssembly;
}
public override void Dirty()
{
m_EditorPrecompiledAssemblies = null;
m_UnityAssemblies = null;
}
private static Dictionary<string, PrecompiledAssembly> ValidateAndGetNameToPrecompiledAssembly(PrecompiledAssembly[] precompiledAssemblies)
{
if (precompiledAssemblies == null)
{
return new Dictionary<string, PrecompiledAssembly>(0);
}
Dictionary<string, PrecompiledAssembly> fileNameToUserPrecompiledAssemblies = new Dictionary<string, PrecompiledAssembly>(precompiledAssemblies.Length);
var sameNamedPrecompiledAssemblies = new Dictionary<string, List<string>>(precompiledAssemblies.Length);
for (int i = 0; i < precompiledAssemblies.Length; i++)
{
var precompiledAssembly = precompiledAssemblies[i];
var fileName = AssetPath.GetFileName(precompiledAssembly.Path);
if (!fileNameToUserPrecompiledAssemblies.ContainsKey(fileName))
{
fileNameToUserPrecompiledAssemblies.Add(fileName, precompiledAssembly);
}
else
{
if (!sameNamedPrecompiledAssemblies.ContainsKey(fileName))
{
sameNamedPrecompiledAssemblies.Add(fileName, new List<string>
{
fileNameToUserPrecompiledAssemblies[fileName].Path
});
}
sameNamedPrecompiledAssemblies[fileName].Add(precompiledAssembly.Path);
}
}
foreach (var precompiledAssemblyNameToIndexes in sameNamedPrecompiledAssemblies)
{
string paths = string.Empty;
foreach (var precompiledPath in precompiledAssemblyNameToIndexes.Value)
{
paths += $"{Environment.NewLine}{precompiledPath}";
}
throw new PrecompiledAssemblyException(
$"Multiple precompiled assemblies with the same name {precompiledAssemblyNameToIndexes.Key} included or the current platform. Only one assembly with the same name is allowed per platform. Assembly paths: {paths}", paths);
}
return fileNameToUserPrecompiledAssemblies;
}
}
}