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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.IO;
using System.Linq;
using Bee.BeeDriver;
using ScriptCompilationBuildProgram.Data;
using UnityEditor.Scripting.ScriptCompilation;
namespace UnityEditor.Compilation
{
public enum AssemblyBuilderStatus
{
NotStarted = 0,
IsCompiling = 1,
Finished = 2,
}
[Flags]
public enum AssemblyBuilderFlags
{
None = 0,
EditorAssembly = 1,
DevelopmentBuild = 2,
}
[Flags]
public enum ReferencesOptions
{
None = 0,
UseEngineModules = 1
}
[Obsolete("This feature is being deprecated and will be removed in the future. Similar functionality can be achieved using the Roslyn compiler")]
public class AssemblyBuilder
{
public event Action<string> buildStarted;
public event Action<string, CompilerMessage[]> buildFinished;
public string[] scriptPaths { get; private set; }
public string assemblyPath { get; private set; }
public string[] additionalDefines { get; set; }
public string[] additionalReferences { get; set; }
public string[] excludeReferences { get; set; }
public ScriptCompilerOptions compilerOptions { get; set; }
public ReferencesOptions referencesOptions { get; set; }
public AssemblyBuilderFlags flags { get; set; }
public BuildTargetGroup buildTargetGroup { get; set; }
public BuildTarget buildTarget { get; set; }
public int subtarget { get; set; }
public string[] defaultReferences => GetDefaultReferences(EditorCompilationInterface.Instance);
public string[] defaultDefines => GetDefaultDefines(EditorCompilationInterface.Instance);
private class BeeScriptCompilationState
{
public ScriptAssembly[] assemblies;
public ActiveBuild ActiveBuild;
public EditorCompilation editorCompilation;
public bool finishedCompiling;
}
private BeeScriptCompilationState activeBeeBuild;
public AssemblyBuilder(string assemblyPath, params string[] scriptPaths)
{
if (string.IsNullOrEmpty(assemblyPath))
throw new ArgumentException("assemblyPath cannot be null or empty");
if (scriptPaths == null || scriptPaths.Length == 0)
throw new ArgumentException("scriptPaths cannot be null or empty");
this.scriptPaths = scriptPaths;
this.assemblyPath = assemblyPath;
compilerOptions = new ScriptCompilerOptions();
flags = AssemblyBuilderFlags.None;
referencesOptions = ReferencesOptions.None;
buildTargetGroup = EditorUserBuildSettings.activeBuildTargetGroup;
buildTarget = EditorUserBuildSettings.activeBuildTarget;
}
public bool Build()
{
return Build(EditorCompilationInterface.Instance);
}
internal bool Build(EditorCompilation editorCompilation)
{
if (editorCompilation.IsCompilationTaskCompiling()
|| editorCompilation.IsAnyAssemblyBuilderCompiling())
{
return false;
}
if (status != AssemblyBuilderStatus.NotStarted)
throw new Exception(string.Format("Cannot start AssemblyBuilder with status {0}. Expected {1}", status, AssemblyBuilderStatus.NotStarted));
var assembly = editorCompilation.CreateScriptAssembly(this);
var assemblies = assembly.AllRecursiveScripAssemblyReferencesIncludingSelf().ToArray();
// Start clean everytime
const string beeAssemblyBuilderDirectory = "Library/BeeAssemblyBuilder";
string beeAssemblyBuilderDirectoryInProjectDirectory =
string.IsNullOrEmpty(editorCompilation.projectDirectory)
? beeAssemblyBuilderDirectory
: Path.Combine(editorCompilation.projectDirectory, beeAssemblyBuilderDirectory);
if (Directory.Exists(beeAssemblyBuilderDirectoryInProjectDirectory))
Directory.Delete(beeAssemblyBuilderDirectoryInProjectDirectory, true);
var debug = compilerOptions.CodeOptimization == CodeOptimization.Debug;
var buildRequest = UnityBeeDriver.BuildRequestFor(
EditorCompilation.ScriptCompilationBuildProgram,
editorCompilation,
$"{(int)assembly.BuildTarget}{"AB"}",
UnityBeeDriver.CacheMode.Off,
beeAssemblyBuilderDirectory,
useScriptUpdater:false);
buildRequest.DataForBuildProgram.Add(() => BeeScriptCompilation.ScriptCompilationDataFor(
editorCompilation,
assemblies,
debug,
assembly.OutputDirectory,
assembly.BuildTarget,
true,
false));
buildRequest.Target = Constants.ScriptAssembliesTarget;
activeBeeBuild = new BeeScriptCompilationState
{
assemblies = new[] { assembly },
ActiveBuild = BeeDriver.BuildAsync(buildRequest),
editorCompilation = editorCompilation,
};
editorCompilation.AddAssemblyBuilder(this);
InvokeBuildStarted();
return true;
}
private string[] GetDefaultReferences(EditorCompilation editorCompilation)
{
return editorCompilation.GetAssemblyBuilderDefaultReferences(this);
}
private string[] GetDefaultDefines(EditorCompilation editorCompilation)
{
return editorCompilation.GetAssemblyBuilderDefaultDefines(this);
}
public AssemblyBuilderStatus status
{
get
{
if (activeBeeBuild == null)
return AssemblyBuilderStatus.NotStarted;
if (activeBeeBuild.finishedCompiling)
return AssemblyBuilderStatus.Finished;
var activeBuildTaskObject = activeBeeBuild.ActiveBuild.TaskObject;
if (!activeBuildTaskObject.IsCompleted)
return AssemblyBuilderStatus.IsCompiling;
var profileOutputWritingTask = activeBuildTaskObject.Result.ProfileOutputWritingTask;
if (!profileOutputWritingTask.IsCompleted)
return AssemblyBuilderStatus.IsCompiling;
activeBeeBuild.finishedCompiling = true;
InvokeBuildFinished(activeBuildTaskObject.Result);
return AssemblyBuilderStatus.Finished;
}
}
private void InvokeBuildStarted()
{
try
{
buildStarted?.Invoke(assemblyPath);
}
catch (Exception e)
{
UnityEngine.Debug.LogException(e);
}
activeBeeBuild.editorCompilation.InvokeCompilationStarted(this);
}
private void InvokeBuildFinished(BeeDriverResult result)
{
activeBeeBuild.editorCompilation.ProcessCompilationResult(activeBeeBuild.assemblies, result, false, this);
try
{
buildFinished?.Invoke(assemblyPath, EditorCompilation.ConvertCompilerMessages(BeeScriptCompilation
.ParseAllNodeResultsIntoCompilerMessages(result.BeeDriverMessages, result.NodeFinishedMessages, EditorCompilationInterface.Instance)
.SelectMany(a => a).ToArray()));
}
catch (Exception e)
{
UnityEngine.Debug.LogException(e);
}
}
}
}