mirror of
https://github.com/MirrorNetworking/Mirror.git
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Invoke the weaver on user scripts
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parent
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commit
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86
Mirror/Weaver/CompilationFinishedHook.cs
Normal file
86
Mirror/Weaver/CompilationFinishedHook.cs
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@ -0,0 +1,86 @@
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// https://docs.unity3d.com/Manual/RunningEditorCodeOnLaunch.html
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// https://docs.unity3d.com/ScriptReference/AssemblyReloadEvents.html
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using System.IO;
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using Mono.Cecil;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Compilation;
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using UnityEditorInternal;
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using System;
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namespace Mirror.Weaver
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{
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// InitializeOnLoad is needed for Unity to call the static constructor on load
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[InitializeOnLoad]
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public class CompilationFinishedHook
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{
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static CompilationFinishedHook()
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{
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//UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += AssemblyReloadEvents_BeforeAssemblyReload;
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// assemblyPath: Library/ScriptAssemblies/Assembly-CSharp.dll/
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// assemblyPath: Library/ScriptAssemblies/Assembly-CSharp-Editor.dll
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CompilationPipeline.assemblyCompilationFinished += (assemblyPath, messages) =>
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{
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EditorApplication.LockReloadAssemblies();
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// UnityEngineCoreModule.DLL path:
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string unityEngineCoreModuleDLL = UnityEditorInternal.InternalEditorUtility.GetEngineCoreModuleAssemblyPath();
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//Debug.Log("unityEngineCoreModuleDLL=" + unityEngineCoreModuleDLL);
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// outputDirectory is the directory of assemblyPath
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string outputDirectory = Path.GetDirectoryName(assemblyPath);
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//Debug.Log("outputDirectory=" + outputDirectory);
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// unity calls it for Library/ScriptAssemblies/Assembly-CSharp-Editor.dll too, but we don't want to (and can't) weave this one
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bool buildingForEditor = assemblyPath.EndsWith("Editor.dll");
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string mirrorRuntimeDll = FindMirrorRuntime();
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if (!File.Exists(mirrorRuntimeDll))
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{
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Debug.LogError("Could not find Mirror runtime, make sure the file " + mirrorRuntimeDll + " is in your project");
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return;
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}
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if (assemblyPath == mirrorRuntimeDll)
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{
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Debug.Log("Cannot weave mirror runtime");
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return;
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}
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if (!buildingForEditor)
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{
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Console.WriteLine("Weaving: " + assemblyPath);
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// assemblyResolver: unity uses this by default:
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// ICompilationExtension compilationExtension = GetCompilationExtension();
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// IAssemblyResolver assemblyResolver = compilationExtension.GetAssemblyResolver(editor, file, null);
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// but Weaver creates it's own if null, which is this one:
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IAssemblyResolver assemblyResolver = new DefaultAssemblyResolver();
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if (Program.Process(unityEngineCoreModuleDLL, mirrorRuntimeDll, outputDirectory, new string[1] { assemblyPath }, new string[0], assemblyResolver, Debug.LogWarning, Debug.LogError))
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{
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Console.WriteLine("Weaving succeeded for: " + assemblyPath);
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}
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else
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Debug.LogError("Weaving failed for: " + assemblyPath);
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}
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EditorApplication.UnlockReloadAssemblies();
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};
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}
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private static string FindMirrorRuntime()
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{
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string path = Path.Combine("Assets", "Plugins");
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path = Path.Combine(path, "Mirror.Runtime.dll");
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return path;
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}
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}
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}
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@ -57,6 +57,12 @@
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<Reference Include="Unity.Cecil.Pdb">
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<HintPath>..\External\Unity.Cecil\lib\net35\Unity.Cecil.Pdb.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor">
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<HintPath>..\lib\UnityEditor.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>..\lib\UnityEngine.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="AssemblyInfo.cs" />
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@ -67,11 +73,12 @@
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<Compile Include="UNetBehaviourProcessor.cs" />
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<Compile Include="UNetWeaver.cs" />
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<Compile Include="Helpers.cs" />
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<Compile Include="CompilationFinishedHook.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<ItemGroup>
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<CecilFiles Include="$(TargetDir)Unity.Cecil.*"/>
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<CecilFiles Include="$(TargetDir)Unity.Cecil.*" />
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</ItemGroup>
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<Target Name="AfterBuild">
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<MakeDir Directories="$(ProjectDir)..\Output\Plugins\Editor" />
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