This commit is contained in:
CortexCore
2023-10-20 19:31:12 +08:00
parent 5cd094ed9a
commit a160813262
1878 changed files with 630581 additions and 4485 deletions

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using System.Linq;
using FastScriptReload.Runtime;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
class ConstructorRewriter : FastScriptReloadCodeRewriterBase
{
private readonly bool _adjustCtorOnlyForNonNestedTypes;
public ConstructorRewriter(bool adjustCtorOnlyForNonNestedTypes, bool writeRewriteReasonAsComment)
: base(writeRewriteReasonAsComment)
{
_adjustCtorOnlyForNonNestedTypes = adjustCtorOnlyForNonNestedTypes;
}
public override SyntaxNode VisitConstructorDeclaration(ConstructorDeclarationSyntax node)
{
if (_adjustCtorOnlyForNonNestedTypes)
{
var typeNestedLevel = node.Ancestors().Count(a => a is TypeDeclarationSyntax);
if (typeNestedLevel == 1)
{
return AdjustCtorOrDestructorNameForTypeAdjustment(node, node.Identifier);
}
}
else
{
return AdjustCtorOrDestructorNameForTypeAdjustment(node, node.Identifier);
}
return base.VisitConstructorDeclaration(node);
}
public override SyntaxNode VisitDestructorDeclaration(DestructorDeclarationSyntax node)
{
if (_adjustCtorOnlyForNonNestedTypes)
{
var typeNestedLevel = node.Ancestors().Count(a => a is TypeDeclarationSyntax);
if (typeNestedLevel == 1)
{
return AdjustCtorOrDestructorNameForTypeAdjustment(node, node.Identifier);
}
}
else
{
return AdjustCtorOrDestructorNameForTypeAdjustment(node, node.Identifier);
}
return base.VisitDestructorDeclaration(node);
}
private SyntaxNode AdjustCtorOrDestructorNameForTypeAdjustment(BaseMethodDeclarationSyntax node, SyntaxToken nodeIdentifier)
{
var typeName = (node.Ancestors().First(n => n is TypeDeclarationSyntax) as TypeDeclarationSyntax).Identifier.ToString();
if (!nodeIdentifier.ToFullString().Contains(typeName))
{
//Used Roslyn version bug, some static methods are also interpreted as ctors, eg
// public static void Method()
// {
// Bar(); //treated as Ctor declaration...
// }
//
// private static void Bar()
// {
//
// }
return node;
}
if (!typeName.EndsWith(AssemblyChangesLoader.ClassnamePatchedPostfix))
{
typeName += AssemblyChangesLoader.ClassnamePatchedPostfix;
}
return AddRewriteCommentIfNeeded(
node.ReplaceToken(nodeIdentifier, SyntaxFactory.Identifier(typeName)),
$"{nameof(ConstructorRewriter)}:{nameof(AdjustCtorOrDestructorNameForTypeAdjustment)}"
);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using ImmersiveVrToolsCommon.Runtime.Logging;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
class CreateNewFieldInitMethodRewriter: FastScriptReloadCodeRewriterBase {
private readonly Dictionary<string, List<string>> _typeToNewFieldDeclarations;
private static readonly string NewFieldsToCreateValueFnDictionaryFieldName = "__Patched_NewFieldNameToInitialValueFn";
private static readonly string NewFieldsToGetTypeFnDictionaryFieldName = "__Patched_NewFieldsToGetTypeFnDictionaryFieldName";
private static readonly string DictionaryFullNamespaceTypeName = "System.Collections.Generic.Dictionary";
public static Dictionary<string, Func<object>> ResolveNewFieldsToCreateValueFn(Type forType)
{
return (Dictionary<string, Func<object>>) forType.GetField(NewFieldsToCreateValueFnDictionaryFieldName, BindingFlags.NonPublic | BindingFlags.Static).GetValue(null);
}
public static Dictionary<string, Func<object>> ResolveNewFieldsToTypeFn(Type forType)
{
return (Dictionary<string, Func<object>>) forType.GetField(NewFieldsToGetTypeFnDictionaryFieldName, BindingFlags.NonPublic | BindingFlags.Static).GetValue(null);
}
public CreateNewFieldInitMethodRewriter(Dictionary<string, List<string>> typeToNewFieldDeclarations, bool writeRewriteReasonAsComment)
:base(writeRewriteReasonAsComment)
{
_typeToNewFieldDeclarations = typeToNewFieldDeclarations;
}
public override SyntaxNode VisitClassDeclaration(ClassDeclarationSyntax node)
{
var fullClassName = RoslynUtils.GetMemberFQDN(node, node.Identifier.ToString());
if (!_typeToNewFieldDeclarations.TryGetValue(fullClassName, out var newClassFields))
{
LoggerScoped.LogWarning($"Unable to find new-fields for type: {fullClassName}, this is not an issue if there are no new fields for that type.");
}
Func<FieldDeclarationSyntax, ExpressionSyntax> getObjectFnSyntax = fieldDeclarationNode => fieldDeclarationNode.Declaration.Variables[0].Initializer?.Value //value captured from initializer
?? SyntaxFactory.DefaultExpression(SyntaxFactory.IdentifierName(fieldDeclarationNode.Declaration.Type.ToString()));
var withDictionaryFieldNameToInitFieldValue = CreateNewFieldNameToGetObjectFnDictionary(node, newClassFields, getObjectFnSyntax, NewFieldsToCreateValueFnDictionaryFieldName);
Func<FieldDeclarationSyntax, ExpressionSyntax> getObjectTypeFnSyntax = fieldDeclarationNode => SyntaxFactory.TypeOfExpression(fieldDeclarationNode.Declaration.Type);
return CreateNewFieldNameToGetObjectFnDictionary(withDictionaryFieldNameToInitFieldValue, newClassFields, getObjectTypeFnSyntax, NewFieldsToGetTypeFnDictionaryFieldName);
}
private ClassDeclarationSyntax CreateNewFieldNameToGetObjectFnDictionary(ClassDeclarationSyntax node,
List<string> newClassFields, Func<FieldDeclarationSyntax, ExpressionSyntax> getObjectFnSyntax, string dictionaryFieldName)
{
var dictionaryKeyToInitValueNodes = newClassFields.SelectMany(fieldName =>
{
var fieldDeclarationNode = node.ChildNodes().OfType<FieldDeclarationSyntax>()
.Single(f => f.Declaration.Variables.First().Identifier.ToString() == fieldName);
return new[]
{
(SyntaxNodeOrToken)SyntaxFactory.AssignmentExpression(
SyntaxKind.SimpleAssignmentExpression,
SyntaxFactory.ImplicitElementAccess()
.WithArgumentList(
SyntaxFactory.BracketedArgumentList(
SyntaxFactory.SingletonSeparatedList<ArgumentSyntax>(
SyntaxFactory.Argument(
SyntaxFactory.LiteralExpression(
SyntaxKind.StringLiteralExpression,
SyntaxFactory.Literal(fieldDeclarationNode.Declaration.Variables.First()
.Identifier.ToString())))))), //variable name
SyntaxFactory.ParenthesizedLambdaExpression(getObjectFnSyntax(fieldDeclarationNode))),
SyntaxFactory.Token(SyntaxKind.CommaToken) //comma, add for all
};
}).ToArray();
var dictionaryInitializer =
SyntaxFactory.InitializerExpression(
SyntaxKind.ObjectInitializerExpression,
SyntaxFactory.SeparatedList<ExpressionSyntax>(
dictionaryKeyToInitValueNodes.ToArray()
));
var withDictionaryFieldNameToInitFieldValue = node.AddMembers(
SyntaxFactory.FieldDeclaration(
SyntaxFactory.VariableDeclaration(
SyntaxFactory.GenericName(
SyntaxFactory.Identifier(DictionaryFullNamespaceTypeName))
.WithTypeArgumentList(
SyntaxFactory.TypeArgumentList(
SyntaxFactory.SeparatedList<TypeSyntax>(
new SyntaxNodeOrToken[]
{
SyntaxFactory.PredefinedType(
SyntaxFactory.Token(SyntaxKind.StringKeyword)),
SyntaxFactory.Token(SyntaxKind.CommaToken),
SyntaxFactory.GenericName(
SyntaxFactory.Identifier("System.Func"))
.WithTypeArgumentList(
SyntaxFactory.TypeArgumentList(
SyntaxFactory.SingletonSeparatedList<TypeSyntax>(
SyntaxFactory.PredefinedType(
SyntaxFactory.Token(SyntaxKind.ObjectKeyword)))))
}))))
.WithVariables(
SyntaxFactory.SingletonSeparatedList<VariableDeclaratorSyntax>(
SyntaxFactory.VariableDeclarator(
SyntaxFactory.Identifier(dictionaryFieldName))
.WithInitializer(
SyntaxFactory.EqualsValueClause(
SyntaxFactory.ObjectCreationExpression(
SyntaxFactory.GenericName(
SyntaxFactory.Identifier(DictionaryFullNamespaceTypeName))
.WithTypeArgumentList(
SyntaxFactory.TypeArgumentList(
SyntaxFactory.SeparatedList<TypeSyntax>(
new SyntaxNodeOrToken[]
{
SyntaxFactory.PredefinedType(
SyntaxFactory.Token(SyntaxKind.StringKeyword)),
SyntaxFactory.Token(SyntaxKind.CommaToken),
SyntaxFactory.QualifiedName(
SyntaxFactory.IdentifierName("System"),
SyntaxFactory.GenericName(
SyntaxFactory.Identifier("Func"))
.WithTypeArgumentList(
SyntaxFactory.TypeArgumentList(
SyntaxFactory
.SingletonSeparatedList<
TypeSyntax>(
SyntaxFactory
.PredefinedType(
SyntaxFactory.Token(
SyntaxKind
.ObjectKeyword))))))
}))))
.WithInitializer(dictionaryInitializer))))))
.WithTriviaFrom(node)
.WithModifiers(
SyntaxFactory.TokenList(
SyntaxFactory.Token(SyntaxKind.PrivateKeyword),
SyntaxFactory.Token(SyntaxKind.StaticKeyword)))
.NormalizeWhitespace()
.WithLeadingTrivia(SyntaxFactory.TriviaList(SyntaxFactory.ElasticCarriageReturnLineFeed))
.WithTrailingTrivia(SyntaxFactory.TriviaList(SyntaxFactory.ElasticCarriageReturnLineFeed, SyntaxFactory.ElasticCarriageReturnLineFeed))
);
return AddRewriteCommentIfNeeded(withDictionaryFieldNameToInitFieldValue, $"{nameof(CreateNewFieldInitMethodRewriter)}", true);
}
}
}

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using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
public abstract class FastScriptReloadCodeRewriterBase : CSharpSyntaxRewriter
{
protected readonly bool _writeRewriteReasonAsComment;
protected FastScriptReloadCodeRewriterBase(bool writeRewriteReasonAsComment, bool visitIntoStructuredTrivia = false) : base(visitIntoStructuredTrivia)
{
_writeRewriteReasonAsComment = writeRewriteReasonAsComment;
}
protected SyntaxToken AddRewriteCommentIfNeeded(SyntaxToken syntaxToken, string commentText, bool append = false)
{
return AddRewriteCommentIfNeeded(syntaxToken, commentText, _writeRewriteReasonAsComment, append);
}
public static SyntaxToken AddRewriteCommentIfNeeded(SyntaxToken syntaxToken, string commentText, bool writeRewriteReasonAsComment, bool append)
{
if (writeRewriteReasonAsComment)
{
if (append)
{
return syntaxToken.WithLeadingTrivia(
syntaxToken.LeadingTrivia.Add(SyntaxFactory.Comment($"/*FSR:{commentText}*/")));
}
else
{
return syntaxToken.WithTrailingTrivia(
syntaxToken.TrailingTrivia.Add(SyntaxFactory.Comment($"/*FSR:{commentText}*/")));
}
}
return syntaxToken;
}
protected T AddRewriteCommentIfNeeded<T>(T syntaxNode, string commentText, bool append = false)
where T : SyntaxNode
{
return AddRewriteCommentIfNeeded(syntaxNode, commentText, _writeRewriteReasonAsComment, append);
}
public static T AddRewriteCommentIfNeeded<T>(T syntaxNode, string commentText, bool writeRewriteReasonAsComment, bool append) where T : SyntaxNode
{
if (writeRewriteReasonAsComment)
{
if (append)
{
return syntaxNode.WithLeadingTrivia(syntaxNode.GetLeadingTrivia()
.Add(SyntaxFactory.Comment($"/*FSR:{commentText}*/")));
}
else
{
return syntaxNode.WithTrailingTrivia(syntaxNode.GetTrailingTrivia()
.Add(SyntaxFactory.Comment($"/*FSR:{commentText}*/")));
}
}
return syntaxNode;
}
}
}

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using System.Collections.Generic;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
class FieldsWalker : CSharpSyntaxWalker {
private readonly Dictionary<string, List<NewFieldDeclaration>> _typeNameToFieldDeclarations = new Dictionary<string, List<NewFieldDeclaration>>();
public override void VisitClassDeclaration(ClassDeclarationSyntax node)
{
var className = node.Identifier;
var fullClassName = RoslynUtils.GetMemberFQDN(node, className.ToString());
if(!_typeNameToFieldDeclarations.ContainsKey(fullClassName)) {
_typeNameToFieldDeclarations[fullClassName] = new List<NewFieldDeclaration>();
}
base.VisitClassDeclaration(node);
}
public override void VisitFieldDeclaration(FieldDeclarationSyntax node)
{
var fieldName = node.Declaration.Variables.First().Identifier.ToString();
var fullClassName = RoslynUtils.GetMemberFQDNWithoutMemberName(node);
if(!_typeNameToFieldDeclarations.ContainsKey(fullClassName)) {
_typeNameToFieldDeclarations[fullClassName] = new List<NewFieldDeclaration>();
}
_typeNameToFieldDeclarations[fullClassName].Add(new NewFieldDeclaration(fieldName, node.Declaration.Type.ToString(), node));
base.VisitFieldDeclaration(node);
}
public Dictionary<string, List<NewFieldDeclaration>> GetTypeToFieldDeclarations() {
return _typeNameToFieldDeclarations;
}
}
}

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using System.Collections.Generic;
using FastScriptReload.Runtime;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
class HotReloadCompliantRewriter : FastScriptReloadCodeRewriterBase
{
public List<string> StrippedUsingDirectives = new List<string>();
public HotReloadCompliantRewriter(bool writeRewriteReasonAsComment, bool visitIntoStructuredTrivia = false)
: base(writeRewriteReasonAsComment, visitIntoStructuredTrivia)
{
}
public override SyntaxNode VisitClassDeclaration(ClassDeclarationSyntax node)
{
return AddPatchedPostfixToTopLevelDeclarations(node, node.Identifier);
//if subclasses need to be adjusted, it's done via recursion.
// foreach (var childNode in node.ChildNodes().OfType<ClassDeclarationSyntax>())
// {
// var changed = Visit(childNode);
// node = node.ReplaceNode(childNode, changed);
// }
}
public override SyntaxNode VisitStructDeclaration(StructDeclarationSyntax node)
{
return AddPatchedPostfixToTopLevelDeclarations(node, node.Identifier);
}
public override SyntaxNode VisitEnumDeclaration(EnumDeclarationSyntax node)
{
return AddPatchedPostfixToTopLevelDeclarations(node, node.Identifier);
}
public override SyntaxNode VisitDelegateDeclaration(DelegateDeclarationSyntax node)
{
return AddPatchedPostfixToTopLevelDeclarations(node, node.Identifier);
}
public override SyntaxNode VisitInterfaceDeclaration(InterfaceDeclarationSyntax node)
{
return AddPatchedPostfixToTopLevelDeclarations(node, node.Identifier);
}
public override SyntaxNode VisitUsingDirective(UsingDirectiveSyntax node)
{
if (node.Parent is CompilationUnitSyntax)
{
StrippedUsingDirectives.Add(node.ToFullString());
return null;
}
return base.VisitUsingDirective(node);
}
private SyntaxNode AddPatchedPostfixToTopLevelDeclarations(CSharpSyntaxNode node, SyntaxToken identifier)
{
var newIdentifier = SyntaxFactory.Identifier(identifier + AssemblyChangesLoader.ClassnamePatchedPostfix);
newIdentifier = AddRewriteCommentIfNeeded(newIdentifier, $"{nameof(HotReloadCompliantRewriter)}:{nameof(AddPatchedPostfixToTopLevelDeclarations)}");
node = node.ReplaceToken(identifier, newIdentifier);
return node;
}
}
}

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using System;
using System.Linq;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
public class ManualUserDefinedScriptOverridesRewriter : FastScriptReloadCodeRewriterBase
{
private readonly SyntaxNode _userDefinedOverridesRoot;
public ManualUserDefinedScriptOverridesRewriter(SyntaxNode userDefinedOverridesRoot, bool writeRewriteReasonAsComment, bool visitIntoStructuredTrivia = false)
: base(writeRewriteReasonAsComment, visitIntoStructuredTrivia)
{
_userDefinedOverridesRoot = userDefinedOverridesRoot;
}
//TODO: refactor to use OverrideDeclarationWithMatchingUserDefinedIfExists
public override SyntaxNode VisitConversionOperatorDeclaration(ConversionOperatorDeclarationSyntax node)
{
var methodFQDN = RoslynUtils.GetMemberFQDN(node, "operator");
var matchingInOverride = _userDefinedOverridesRoot.DescendantNodes()
//implicit conversion operators do not have name, just parameter list
.OfType<BaseMethodDeclarationSyntax>()
.FirstOrDefault(m => m.ParameterList.ToString() == node.ParameterList.ToString() //parameter lists is type / order / names, all good for targetting if there's a proper match
&& methodFQDN == RoslynUtils.GetMemberFQDN(m, "operator") //make sure same FQDN, even though there's no name there could be more implicit operators in file
);
if (matchingInOverride != null)
{
return AddRewriteCommentIfNeeded(matchingInOverride.WithTriviaFrom(node), $"User defined custom conversion override", true);
}
else {
return base.VisitConversionOperatorDeclaration(node);
}
}
//TODO: refactor to use OverrideDeclarationWithMatchingUserDefinedIfExists
public override SyntaxNode VisitMethodDeclaration(MethodDeclarationSyntax node)
{
var methodName = node.Identifier.ValueText;
var methodFQDN = RoslynUtils.GetMemberFQDN(node, node.Identifier.ToString());
var matchingInOverride = _userDefinedOverridesRoot.DescendantNodes()
.OfType<MethodDeclarationSyntax>()
.FirstOrDefault(m => m.Identifier.ValueText == methodName
&& m.ParameterList.Parameters.Count == node.ParameterList.Parameters.Count
&& m.ParameterList.ToString() == node.ParameterList.ToString() //parameter lists is type / order / names, all good for targetting if there's a proper match
&& m.TypeParameterList?.ToString() == node.TypeParameterList?.ToString() //typed paratemets are for generics, also check
&& methodFQDN == RoslynUtils.GetMemberFQDN(m, m.Identifier.ToString()) //last check for mathod FQDN (potentially slower than others)
);
if (matchingInOverride != null)
{
return AddRewriteCommentIfNeeded(matchingInOverride.WithTriviaFrom(node), $"User defined custom method override", true);
}
else {
return base.VisitMethodDeclaration(node);
}
}
public override SyntaxNode VisitConstructorDeclaration(ConstructorDeclarationSyntax node)
{
return OverrideDeclarationWithMatchingUserDefinedIfExists(
node,
(d) => d.Identifier.ValueText,
(d) => HasSameParametersPredicate(node.ParameterList)(d.ParameterList),
(d) => base.VisitConstructorDeclaration(d)
);
}
public override SyntaxNode VisitDestructorDeclaration(DestructorDeclarationSyntax node)
{
return OverrideDeclarationWithMatchingUserDefinedIfExists(
node,
(d) => d.Identifier.ValueText,
(d) => HasSameParametersPredicate(node.ParameterList)(d.ParameterList),
(d) => base.VisitDestructorDeclaration(d)
);
}
public override SyntaxNode VisitPropertyDeclaration(PropertyDeclarationSyntax node)
{
return OverrideDeclarationWithMatchingUserDefinedIfExists(
node,
(d) => d.Identifier.ValueText,
(d) => true,
(d) => base.VisitPropertyDeclaration(d)
);
}
private SyntaxNode OverrideDeclarationWithMatchingUserDefinedIfExists<T>(T node, Func<T, string> getName,
Func<T, bool> customFindMatchInOverridePredicate, Func<T, SyntaxNode> visitDefault)
where T: MemberDeclarationSyntax
{
var name = getName(node);
var fqdn = RoslynUtils.GetMemberFQDN(node, name);
var matchingInOverride = _userDefinedOverridesRoot.DescendantNodes()
.OfType<T>()
.FirstOrDefault(d =>
{
var declarationName = getName(d);
return declarationName == name
&& customFindMatchInOverridePredicate(d)
&& fqdn == RoslynUtils.GetMemberFQDN(d, declarationName); //last check for mathod FQDN (potentially slower than others)
}
);
if (matchingInOverride != null)
{
return AddRewriteCommentIfNeeded(matchingInOverride.WithTriviaFrom(node),
$"User defined custom {typeof(T)} override", true);
}
else
{
return visitDefault(node);
}
}
private Func<ParameterListSyntax, bool> HasSameParametersPredicate(ParameterListSyntax parameters)
{
return (resolvedParams) => resolvedParams.Parameters.Count == parameters.Parameters.Count
&& resolvedParams.ToString() == parameters.ToString();
}
}
}

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using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
public class NewFieldDeclaration
{
public string FieldName { get; }
public string TypeName { get; }
public FieldDeclarationSyntax FieldDeclarationSyntax { get; } //TODO: PERF: will that block whole tree from being garbage collected
public NewFieldDeclaration(string fieldName, string typeName, FieldDeclarationSyntax fieldDeclarationSyntax)
{
FieldName = fieldName;
TypeName = typeName;
FieldDeclarationSyntax = fieldDeclarationSyntax;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using FastScriptReload.Runtime;
using FastScriptReload.Scripts.Runtime;
using ImmersiveVrToolsCommon.Runtime.Logging;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
class NewFieldsRewriter : FastScriptReloadCodeRewriterBase
{
private readonly Dictionary<string, List<string>> _typeToNewFieldDeclarations;
public NewFieldsRewriter(Dictionary<string, List<string>> typeToNewFieldDeclarations, bool writeRewriteReasonAsComment)
:base(writeRewriteReasonAsComment)
{
_typeToNewFieldDeclarations = typeToNewFieldDeclarations;
}
public static List<MemberInfo> GetReplaceableMembers(Type type)
{ //TODO: later other might need to be included? props?
return type.GetFields(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic).Cast<MemberInfo>().ToList();
}
public override SyntaxNode VisitInvocationExpression(InvocationExpressionSyntax node)
{
if (node.Expression.ToString() == "nameof")
{
var classNode = node.Ancestors().OfType<ClassDeclarationSyntax>().FirstOrDefault();
if (classNode != null)
{
var fullClassName = RoslynUtils.GetMemberFQDN(classNode, classNode.Identifier.ToString());
if (!string.IsNullOrEmpty(fullClassName))
{
var nameofExpressionParts = node.ArgumentList.Arguments.First().ToFullString().Split('.'); //nameof could have multiple . like NewFieldCustomClass.FieldInThatClass
var fieldName = nameofExpressionParts.First(); // should take first part only to determine if new field eg. 'NewFieldCustomClass'
if (_typeToNewFieldDeclarations.TryGetValue(fullClassName, out var allNewFieldNamesForClass))
{
if (allNewFieldNamesForClass.Contains(fieldName))
{
return AddRewriteCommentIfNeeded(
SyntaxFactory.LiteralExpression(SyntaxKind.StringLiteralExpression, SyntaxFactory.Literal(nameofExpressionParts.Last())), // should take last part only to for actual string eg. 'FieldInThatClass'
$"{nameof(NewFieldsRewriter)}:{nameof(VisitInvocationExpression)}");
}
}
}
}
}
return base.VisitInvocationExpression(node);
}
public override SyntaxNode VisitIdentifierName(IdentifierNameSyntax node)
{
var classNode = node.Ancestors().OfType<ClassDeclarationSyntax>().FirstOrDefault();
if (classNode != null)
{
var fullClassName = RoslynUtils.GetMemberFQDN(classNode, classNode.Identifier.ToString());
if (!string.IsNullOrEmpty(fullClassName))
{
var fieldName = node.Identifier.ToString();
if (_typeToNewFieldDeclarations.TryGetValue(fullClassName, out var allNewFieldNamesForClass))
{
if (allNewFieldNamesForClass.Contains(fieldName))
{
var isNameOfExpression = node.Ancestors().OfType<InvocationExpressionSyntax>().Any(e => e.Expression.ToString() == "nameof");
if (!isNameOfExpression) //nameof expression will be rewritten via VisitInvocationExpression
{
return
AddRewriteCommentIfNeeded(
SyntaxFactory.MemberAccessExpression(
SyntaxKind.SimpleMemberAccessExpression,
SyntaxFactory.InvocationExpression(
SyntaxFactory.MemberAccessExpression(
SyntaxKind.SimpleMemberAccessExpression,
SyntaxFactory.IdentifierName(typeof(TemporaryNewFieldValues).FullName),
SyntaxFactory.GenericName(
SyntaxFactory.Identifier(nameof(TemporaryNewFieldValues.ResolvePatchedObject)))
.WithTypeArgumentList(
SyntaxFactory.TypeArgumentList(
SyntaxFactory.SingletonSeparatedList<TypeSyntax>(
SyntaxFactory.IdentifierName(fullClassName + AssemblyChangesLoader.ClassnamePatchedPostfix))))))
.WithArgumentList(
SyntaxFactory.ArgumentList(
SyntaxFactory.SingletonSeparatedList<ArgumentSyntax>(
SyntaxFactory.Argument(
SyntaxFactory.ThisExpression())))),
SyntaxFactory.IdentifierName(fieldName))
.WithTriviaFrom(node),
$"{nameof(NewFieldsRewriter)}:{nameof(VisitIdentifierName)}"
);
}
}
}
else
{
LoggerScoped.LogWarning($"Unable to find type: {fullClassName}");
}
}
}
return base.VisitIdentifierName(node);
}
public override SyntaxNode VisitFieldDeclaration(FieldDeclarationSyntax node)
{
var fieldName = node.Declaration.Variables.First().Identifier.ToString();
var fullClassName = RoslynUtils.GetMemberFQDNWithoutMemberName(node);
if (_typeToNewFieldDeclarations.TryGetValue(fullClassName, out var newFields))
{
if (newFields.Contains(fieldName))
{
var existingLeading = node.GetLeadingTrivia();
var existingTrailing = node.GetTrailingTrivia();
return AddRewriteCommentIfNeeded(
node
.WithLeadingTrivia(existingLeading.Add(SyntaxFactory.Comment("/* ")))
.WithTrailingTrivia(existingTrailing.Insert(0, SyntaxFactory.Comment(" */ //Auto-excluded to prevent exceptions - see docs"))),
$"{nameof(NewFieldsRewriter)}:{nameof(VisitFieldDeclaration)}"
);
}
}
return base.VisitFieldDeclaration(node);
}
}
}

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using System;
using System.Linq;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
public class RoslynUtils
{
public static string GetMemberFQDN(MemberDeclarationSyntax memberNode, string memberName) //TODO: try get rid of member name (needs to cast to whatever member it could be to get identifier)
{
var outer = GetMemberFQDNWithoutMemberName(memberNode);
return !string.IsNullOrEmpty(outer)
? $"{outer}.{memberName}"
: memberName;
}
public static string GetMemberFQDNWithoutMemberName(MemberDeclarationSyntax memberNode) //TODO: move out to helper class
{
var fullTypeContibutingAncestorNames = memberNode.Ancestors().OfType<MemberDeclarationSyntax>().Select(da =>
{
if (da is TypeDeclarationSyntax t) return t.Identifier.ToString();
else if (da is NamespaceDeclarationSyntax n) return n.Name.ToString();
else throw new Exception("Unable to resolve full field name");
}).Reverse().ToList();
return string.Join(".", fullTypeContibutingAncestorNames);
}
}
}

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using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
class ThisAssignmentRewriter: ThisRewriterBase {
public ThisAssignmentRewriter(bool writeRewriteReasonAsComment, bool visitIntoStructuredTrivia = false)
: base(writeRewriteReasonAsComment, visitIntoStructuredTrivia)
{
}
public override SyntaxNode VisitThisExpression(ThisExpressionSyntax node)
{
if (node.Parent is AssignmentExpressionSyntax) {
return CreateCastedThisExpression(node);
}
return base.VisitThisExpression(node);
}
}
}

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using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
class ThisCallRewriter : ThisRewriterBase
{
public ThisCallRewriter(bool writeRewriteReasonAsComment, bool visitIntoStructuredTrivia = false)
: base(writeRewriteReasonAsComment, visitIntoStructuredTrivia)
{
}
public override SyntaxNode VisitThisExpression(ThisExpressionSyntax node)
{
if (node.Parent is ArgumentSyntax)
{
return CreateCastedThisExpression(node);
}
return base.VisitThisExpression(node);
}
}
}

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using System.Linq;
using ImmersiveVrToolsCommon.Runtime.Logging;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace FastScriptReload.Editor.Compilation.CodeRewriting
{
abstract class ThisRewriterBase : FastScriptReloadCodeRewriterBase
{
protected ThisRewriterBase(bool writeRewriteReasonAsComment, bool visitIntoStructuredTrivia = false)
: base(writeRewriteReasonAsComment, visitIntoStructuredTrivia)
{
}
protected SyntaxNode CreateCastedThisExpression(ThisExpressionSyntax node)
{
var ancestors = node.Ancestors().Where(n => n is TypeDeclarationSyntax).Cast<TypeDeclarationSyntax>().ToList();
if (ancestors.Count() > 1)
{
LoggerScoped.LogWarning($"ThisRewriter: for class: '{ancestors.First().Identifier}' - 'this' call/assignment in nested class / struct. Dynamic cast will be used but this could cause issues in some cases:" +
$"\r\n\r\n1) - If called method has multiple overrides, using dynamic will cause compiler issue as it'll no longer be able to pick correct one" +
$"\r\n\r\n If you see any issues with that message, please look at 'Limitation' section in documentation as this outlines how to deal with it.");
//TODO: casting to dynamic seems to be best option (and one that doesn't fail for nested classes), what's the performance overhead?
return SyntaxFactory.CastExpression(
SyntaxFactory.ParseTypeName("dynamic"),
node
);
}
var firstAncestor = ancestors.FirstOrDefault();
if (firstAncestor == null)
{
LoggerScoped.LogWarning($"Unable to find first ancestor for node: {node.ToFullString()}, this rewrite will not be applied");
return node;
}
var methodInType = firstAncestor.Identifier.ToString();
var resultNode = SyntaxFactory.CastExpression(
SyntaxFactory.ParseTypeName(methodInType),
SyntaxFactory.CastExpression(
SyntaxFactory.ParseTypeName(typeof(object).FullName),
node
)
);
return AddRewriteCommentIfNeeded(resultNode, $"{nameof(ThisRewriterBase)}:{nameof(CreateCastedThisExpression)}");
}
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading;
using FastScriptReload.Runtime;
using ImmersiveVRTools.Editor.Common.Cache;
using ImmersiveVRTools.Runtime.Common;
using ImmersiveVrToolsCommon.Runtime.Logging;
using UnityEditor;
using Debug = UnityEngine.Debug;
namespace FastScriptReload.Editor.Compilation
{
[InitializeOnLoad]
public class DotnetExeDynamicCompilation: DynamicCompilationBase
{
private static string _dotnetExePath;
private static string _cscDll;
private static string _tempFolder;
private static string ApplicationContentsPath = EditorApplication.applicationContentsPath;
private static readonly List<string> _createdFilesToCleanUp = new List<string>();
static DotnetExeDynamicCompilation()
{
#if UNITY_EDITOR_WIN
const string dotnetExecutablePath = "dotnet.exe";
#else
const string dotnetExecutablePath = "dotnet"; //mac and linux, no extension
#endif
_dotnetExePath = FindFileOrThrow(dotnetExecutablePath);
_cscDll = FindFileOrThrow("csc.dll"); //even on mac/linux need to find dll and use, not no extension one
_tempFolder = Path.GetTempPath();
EditorApplication.playModeStateChanged += obj =>
{
if (obj == PlayModeStateChange.ExitingPlayMode && _createdFilesToCleanUp.Any())
{
LoggerScoped.LogDebug($"Removing temporary files: [{string.Join(",", _createdFilesToCleanUp)}]");
foreach (var fileToCleanup in _createdFilesToCleanUp)
{
File.Delete(fileToCleanup);
}
_createdFilesToCleanUp.Clear();
}
};
}
private static string FindFileOrThrow(string fileName)
{
return SessionStateCache.GetOrCreateString($"FSR:FilePath_{fileName}", () =>
{
var foundFile = Directory
.GetFiles(ApplicationContentsPath, fileName, SearchOption.AllDirectories)
.FirstOrDefault();
if (foundFile == null)
{
throw new Exception($"Unable to find '{fileName}', make sure Editor version supports it. You can also add preprocessor directive 'FastScriptReload_CompileViaMCS' which will use Mono compiler instead");
}
return foundFile;
});
}
public static CompileResult Compile(List<string> filePathsWithSourceCode, UnityMainThreadDispatcher unityMainThreadDispatcher)
{
try
{
var asmName = Guid.NewGuid().ToString().Replace("-", "");
var rspFile = _tempFolder + $"{asmName}.rsp";
var assemblyAttributeFilePath = _tempFolder + $"{asmName}.DynamicallyCreatedAssemblyAttribute.cs";
var sourceCodeCombinedFilePath = _tempFolder + $"{asmName}.SourceCodeCombined.cs";
var outLibraryPath = $"{_tempFolder}{asmName}.dll";
var sourceCodeCombined = CreateSourceCodeCombinedContents(filePathsWithSourceCode, ActiveScriptCompilationDefines.ToList());
CreateFileAndTrackAsCleanup(sourceCodeCombinedFilePath, sourceCodeCombined, _createdFilesToCleanUp);
#if UNITY_EDITOR
unityMainThreadDispatcher.Enqueue(() =>
{
if ((bool)FastScriptReloadPreference.IsAutoOpenGeneratedSourceFileOnChangeEnabled.GetEditorPersistedValueOrDefault())
{
UnityEditorInternal.InternalEditorUtility.OpenFileAtLineExternal(sourceCodeCombinedFilePath, 0);
}
});
#endif
var rspFileContent = GenerateCompilerArgsRspFileContents(outLibraryPath, _tempFolder, asmName, sourceCodeCombinedFilePath, assemblyAttributeFilePath);
CreateFileAndTrackAsCleanup(rspFile, rspFileContent, _createdFilesToCleanUp);
CreateFileAndTrackAsCleanup(assemblyAttributeFilePath, DynamicallyCreatedAssemblyAttributeSourceCode, _createdFilesToCleanUp);
var exitCode = ExecuteDotnetExeCompilation(_dotnetExePath, _cscDll, rspFile, outLibraryPath, out var outputMessages);
var compiledAssembly = Assembly.LoadFrom(outLibraryPath);
return new CompileResult(outLibraryPath, outputMessages, exitCode, compiledAssembly, sourceCodeCombined, sourceCodeCombinedFilePath);
}
catch (Exception)
{
LoggerScoped.LogError($"Compilation error: temporary files were not removed so they can be inspected: "
+ string.Join(", ", _createdFilesToCleanUp
.Select(f => $"<a href=\"{f}\" line=\"1\">{f}</a>")));
if (LogHowToFixMessageOnCompilationError)
{
LoggerScoped.LogWarning($@"HOW TO FIX - INSTRUCTIONS:
1) Open file that caused issue by looking at error log starting with: 'FSR: Compilation error: temporary files were not removed so they can be inspected: '. And click on file path to open.
2) Look up other error in the console, which will be like 'Error When updating files:' - this one contains exact line that failed to compile (in XXX_SourceCodeGenerated.cs file). Those are same compilation errors as you see in Unity/IDE when developing.
3) Read compiler error message as it'll help understand the issue
Error could be caused by a normal compilation issue that you created in source file (eg typo), in that case please fix and it'll recompile.
It's possible compilation fails due to existing limitation, in that case:
<b><color='orange'>You can quickly specify custom script rewrite override for part of code that's failing.</color></b>
Please use project panel to:
1) Right-click on the original file that has compilation issue
2) Click Fast Script Reload -> Add / Open User Script Rewrite Override
3) Read top comment in opened file and it'll explain how to create overrides
I'm continuously working on mitigating limitations.
If you could please get in touch with me via 'support@immersivevrtools.com' and include error you see in the console as well as created files (from paths in previous error). This way I can get it fixed for you.
You can also:
1) Look at 'limitation' section in the docs - which will explain bit more around limitations and workarounds
2) Move some of the code that you want to work on to different file - compilation happens on whole file, if you have multiple types there it could increase the chance of issues
3) Have a look at compilation error, it shows error line (in the '*.SourceCodeCombined.cs' file, it's going to be something that compiler does not accept, likely easy to spot. To workaround you can change that part of code in original file. It's specific patterns that'll break it.
*If you want to prevent that message from reappearing please go to Window -> Fast Script Reload -> Start Screen -> Logging -> tick off 'Log how to fix message on compilation error'*");
}
throw;
}
}
private static void CreateFileAndTrackAsCleanup(string filePath, string contents, List<string> createdFilesToCleanUp)
{
File.WriteAllText(filePath, contents);
createdFilesToCleanUp.Add(filePath);
}
private static string GenerateCompilerArgsRspFileContents(string outLibraryPath, string tempFolder, string asmName,
string sourceCodeCombinedFilePath, string assemblyAttributeFilePath)
{
var rspContents = new StringBuilder();
rspContents.AppendLine("-target:library");
rspContents.AppendLine($"-out:\"{outLibraryPath}\"");
rspContents.AppendLine($"-refout:\"{tempFolder}{asmName}.ref.dll\""); //TODO: what's that?
foreach (var symbol in ActiveScriptCompilationDefines)
{
rspContents.AppendLine($"-define:{symbol}");
}
foreach (var referenceToAdd in ResolveReferencesToAdd(new List<string>()))
{
rspContents.AppendLine($"-r:\"{referenceToAdd}\"");
}
rspContents.AppendLine($"\"{sourceCodeCombinedFilePath}\"");
rspContents.AppendLine($"\"{assemblyAttributeFilePath}\"");
rspContents.AppendLine($"-langversion:latest");
rspContents.AppendLine("/deterministic");
rspContents.AppendLine("/optimize-");
rspContents.AppendLine("/debug:portable");
rspContents.AppendLine("/nologo");
rspContents.AppendLine("/RuntimeMetadataVersion:v4.0.30319");
rspContents.AppendLine("/nowarn:0169");
rspContents.AppendLine("/nowarn:0649");
rspContents.AppendLine("/nowarn:1701");
rspContents.AppendLine("/nowarn:1702");
rspContents.AppendLine("/utf8output");
rspContents.AppendLine("/preferreduilang:en-US");
var rspContentsString = rspContents.ToString();
return rspContentsString;
}
private static int ExecuteDotnetExeCompilation(string dotnetExePath, string cscDll, string rspFile,
string outLibraryPath, out List<string> outputMessages)
{
var process = new Process();
process.StartInfo.FileName = dotnetExePath;
process.StartInfo.Arguments = $"exec \"{cscDll}\" /nostdlib /noconfig /shared \"@{rspFile}\"";
var outMessages = new List<string>();
var stderr_completed = new ManualResetEvent(false);
var stdout_completed = new ManualResetEvent(false);
process.StartInfo.CreateNoWindow = true;
process.StartInfo.UseShellExecute = false;
process.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
process.StartInfo.RedirectStandardOutput = true;
process.StartInfo.RedirectStandardError = true;
process.ErrorDataReceived += (sender, args) =>
{
if (args.Data != null)
outMessages.Add(args.Data);
else
stderr_completed.Set();
};
process.OutputDataReceived += (sender, args) =>
{
if (args.Data != null)
{
outMessages.Add(args.Data);
return;
}
stdout_completed.Set();
};
process.StartInfo.StandardOutputEncoding = process.StartInfo.StandardErrorEncoding = Encoding.UTF8;
try
{
process.Start();
}
catch (Exception ex)
{
if (ex is Win32Exception win32Exception)
throw new SystemException(string.Format("Error running {0}: {1}", process.StartInfo.FileName,
typeof(Win32Exception)
.GetMethod("GetErrorMessage", BindingFlags.Static | BindingFlags.NonPublic)?
.Invoke(null, new object[] { win32Exception.NativeErrorCode }) ??
$"<Unable to resolve GetErrorMessage function>, NativeErrorCode: {win32Exception.NativeErrorCode}"));
throw;
}
int exitCode = -1;
try
{
process.BeginOutputReadLine();
process.BeginErrorReadLine();
process.WaitForExit();
exitCode = process.ExitCode;
}
finally
{
stderr_completed.WaitOne(TimeSpan.FromSeconds(30.0));
stdout_completed.WaitOne(TimeSpan.FromSeconds(30.0));
process.Close();
}
if (!File.Exists(outLibraryPath))
throw new Exception("Compiler failed to produce the assembly. Output: '" +
string.Join(Environment.NewLine + Environment.NewLine, outMessages) + "'");
outputMessages = new List<string>();
outputMessages.AddRange(outMessages);
return exitCode;
}
}
}

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using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using FastScriptReload.Runtime;
using ImmersiveVRTools.Runtime.Common;
using ImmersiveVrToolsCommon.Runtime.Logging;
using Debug = UnityEngine.Debug;
namespace FastScriptReload.Editor.Compilation
{
public class DynamicAssemblyCompiler
{
public static CompileResult Compile(List<string> filePathsWithSourceCode, UnityMainThreadDispatcher unityMainThreadDispatcher)
{
var sw = new Stopwatch();
sw.Start();
#if FastScriptReload_CompileViaMCS
var result = McsExeDynamicCompilation.Compile(filePathsWithSourceCode);
#else
var compileResult = DotnetExeDynamicCompilation.Compile(filePathsWithSourceCode, unityMainThreadDispatcher);
#endif
LoggerScoped.Log($"Files: {string.Join(",", filePathsWithSourceCode.Select(fn => new FileInfo(fn).Name))} changed " +
#if UNITY_2021_1_OR_NEWER
$"<a href=\"{compileResult.SourceCodeCombinedFileLocation}\" line=\"1\">(click here to debug [in bottom details pane])</a>" +
#else
"(to debug go to Fast Script Reload -> Start Screen -> Debugging -> Auto-open generated source file for debugging)" +
#endif
$" - compilation (took {sw.ElapsedMilliseconds}ms)");
return compileResult;
}
}
public class CompileResult
{
public Assembly CompiledAssembly { get; }
public string CompiledAssemblyPath { get; }
public List<string> MessagesFromCompilerProcess { get; }
public bool IsError => string.IsNullOrEmpty(CompiledAssemblyPath);
public int NativeCompilerReturnValue { get; }
public string SourceCodeCombined { get; }
public string SourceCodeCombinedFileLocation { get; }
public CompileResult(string compiledAssemblyPath, List<string> messagesFromCompilerProcess, int nativeCompilerReturnValue, Assembly compiledAssembly, string sourceCodeCombined, string sourceCodeCombinedFileLocation)
{
CompiledAssemblyPath = compiledAssemblyPath;
MessagesFromCompilerProcess = messagesFromCompilerProcess;
NativeCompilerReturnValue = nativeCompilerReturnValue;
CompiledAssembly = compiledAssembly;
SourceCodeCombined = sourceCodeCombined;
SourceCodeCombinedFileLocation = sourceCodeCombinedFileLocation;
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using FastScriptReload.Editor.Compilation.CodeRewriting;
using FastScriptReload.Editor.Compilation.ScriptGenerationOverrides;
using FastScriptReload.Runtime;
using FastScriptReload.Scripts.Runtime;
using ImmersiveVRTools.Editor.Common.Cache;
using ImmersiveVRTools.Runtime.Common.Utilities;
using ImmersiveVrToolsCommon.Runtime.Logging;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
namespace FastScriptReload.Editor.Compilation
{
[InitializeOnLoad]
public class DynamicCompilationBase
{
public static bool DebugWriteRewriteReasonAsComment;
public static bool LogHowToFixMessageOnCompilationError;
public static bool EnableExperimentalThisCallLimitationFix;
public static List<string> ReferencesExcludedFromHotReload = new List<string>();
public const string DebuggingInformationComment =
@"// DEBUGGING READ-ME " +
#if !UNITY_2021_1_OR_NEWER
"WARN: on Unity versions prior to 2021, opening files in that manner can cause static values to be reinitialized"
#else
""
#endif
+
@"//
// To debug simply add a breakpoint in this file.
//
// With every code change - new file is generated, currently you'll need to re-set breakpoints after each change.
// You can also:
// - step into the function that was changed (and that will get you to correct source file)
// - add a function breakpoint in your IDE (this way you won't have to re-add it every time)
//
// Tool can automatically open dynamically-compiled code file every time to make setting breakpoints easier.
// You can adjust that behaviour via 'Window -> FastScriptReload -> Start Screen -> Debugging -> Do not auto-open generated cs file'.
//
// You can always open generated file when needed by clicking link in console, eg.
// 'FSR: Files: FunctionLibrary.cs changed (click here to debug [in bottom details pane]) - compilation (took 240ms)'
";
public static readonly string[] ActiveScriptCompilationDefines;
protected static readonly string DynamicallyCreatedAssemblyAttributeSourceCode = $"[assembly: {typeof(DynamicallyCreatedAssemblyAttribute).FullName}()]";
private static readonly string AssemblyCsharpFullPath;
static DynamicCompilationBase()
{
//needs to be set from main thread
ActiveScriptCompilationDefines = EditorUserBuildSettings.activeScriptCompilationDefines;
AssemblyCsharpFullPath = SessionStateCache.GetOrCreateString(
$"FSR:AssemblyCsharpFullPath",
() => AssetDatabase.FindAssets("Microsoft.CSharp")
.Select(g => new System.IO.FileInfo(UnityEngine.Application.dataPath + "/../" + AssetDatabase.GUIDToAssetPath(g)))
.First(fi => fi.Name.ToLower() == "Microsoft.CSharp.dll".ToLower()).FullName
);
}
protected static string CreateSourceCodeCombinedContents(List<string> sourceCodeFiles, List<string> definedPreprocessorSymbols)
{
var combinedUsingStatements = new List<string>();
var sourceCodeWithAdjustments = sourceCodeFiles.Select(sourceCodeFile =>
{
var fileCode = File.ReadAllText(sourceCodeFile);
var tree = CSharpSyntaxTree.ParseText(fileCode, new CSharpParseOptions(preprocessorSymbols: definedPreprocessorSymbols));
var root = tree.GetRoot();
var typeToNewFieldDeclarations = new Dictionary<string, List<string>>();
if (FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.EnableExperimentalAddedFieldsSupport)
{
//WARN: needs to walk before root class name changes, otherwise it'll resolve wrong name
var fieldsWalker = new FieldsWalker();
fieldsWalker.Visit(root);
var typeToFieldDeclarations = fieldsWalker.GetTypeToFieldDeclarations();
typeToNewFieldDeclarations = typeToFieldDeclarations.ToDictionary(
t => t.Key,
t =>
{
if (!ProjectTypeCache.AllTypesInNonDynamicGeneratedAssemblies.TryGetValue(t.Key, out var existingType))
{
LoggerScoped.LogDebug($"Unable to find type: {t.Key} in loaded assemblies. If that's the class you've added field to then it may not be properly working. It's possible the class was not yet loaded / used and you can ignore that warning. If it's causing any issues please contact support");
return new List<string>();
}
var existingTypeMembersToReplace = NewFieldsRewriter.GetReplaceableMembers(existingType).Select(m => m.Name).ToList();
var newFields = t.Value.Where(fD => !existingTypeMembersToReplace.Contains(fD.FieldName)).ToList();
//TODO: ideally that registration would happen outside of this class
//TODO: to work for LSR it needs to be handled in runtime
TemporaryNewFieldValues.RegisterNewFields(
existingType,
newFields.ToDictionary(
fD => fD.FieldName,
fD => new TemporaryNewFieldValues.GetNewFieldInitialValue((Type forNewlyGeneratedType) =>
{
//TODO: PERF: could cache those - they run to init every new value (for every instance when accessed)
return CreateNewFieldInitMethodRewriter.ResolveNewFieldsToCreateValueFn(forNewlyGeneratedType)[fD.FieldName]();
})
),
newFields.ToDictionary(
fD => fD.FieldName,
fD => new TemporaryNewFieldValues.GetNewFieldType((Type forNewlyGeneratedType) =>
{
//TODO: PERF: could cache those - they run to init every new value (for every instance when accessed)
return (Type)CreateNewFieldInitMethodRewriter.ResolveNewFieldsToTypeFn(forNewlyGeneratedType)[fD.FieldName]();
})
)
);
return newFields.Select(fD => fD.FieldName).ToList();
}
);
#if LiveScriptReload_Enabled
if (typeToNewFieldDeclarations.Any(kv => kv.Value.Any()))
{
LoggerScoped.LogWarning($"{nameof(FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.EnableExperimentalAddedFieldsSupport)} is enabled. This is not supported in running build. Quite likely it'll crash remote client.");
}
#endif
}
//WARN: application order is important, eg ctors need to happen before class names as otherwise ctors will not be recognised as ctors
if (FastScriptReloadManager.Instance.EnableExperimentalThisCallLimitationFix)
{
root = new ThisCallRewriter(DebugWriteRewriteReasonAsComment).Visit(root);
root = new ThisAssignmentRewriter(DebugWriteRewriteReasonAsComment).Visit(root);
}
if (FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.EnableExperimentalAddedFieldsSupport)
{
root = new NewFieldsRewriter(typeToNewFieldDeclarations, DebugWriteRewriteReasonAsComment).Visit(root);
root = new CreateNewFieldInitMethodRewriter(typeToNewFieldDeclarations, DebugWriteRewriteReasonAsComment).Visit(root);
}
root = new ConstructorRewriter(adjustCtorOnlyForNonNestedTypes: true, DebugWriteRewriteReasonAsComment).Visit(root);
var hotReloadCompliantRewriter = new HotReloadCompliantRewriter(DebugWriteRewriteReasonAsComment);
root = hotReloadCompliantRewriter.Visit(root);
combinedUsingStatements.AddRange(hotReloadCompliantRewriter.StrippedUsingDirectives);
//processed as last step to simply rewrite all changes made before
if (TryResolveUserDefinedOverridesRoot(sourceCodeFile, definedPreprocessorSymbols, out var userDefinedOverridesRoot))
{
root = ProcessUserDefinedOverridesReplacements(sourceCodeFile, root, userDefinedOverridesRoot);
root = AddUserDefinedOverridenTypes(userDefinedOverridesRoot, root);
}
return root.ToFullString();
}).ToList();
var sourceCodeCombinedSb = new StringBuilder();
sourceCodeCombinedSb.Append(DebuggingInformationComment);
foreach (var usingStatement in combinedUsingStatements.Distinct())
{
sourceCodeCombinedSb.Append(usingStatement);
}
foreach (var sourceCodeWithAdjustment in sourceCodeWithAdjustments)
{
sourceCodeCombinedSb.AppendLine(sourceCodeWithAdjustment);
}
LoggerScoped.LogDebug("Source Code Created:\r\n\r\n" + sourceCodeCombinedSb);
return sourceCodeCombinedSb.ToString();
}
private static SyntaxNode AddUserDefinedOverridenTypes(SyntaxNode userDefinedOverridesRoot, SyntaxNode root)
{
try
{
var userDefinedOverrideTypes = userDefinedOverridesRoot.DescendantNodes().OfType<TypeDeclarationSyntax>()
.ToDictionary(n => RoslynUtils.GetMemberFQDN(n, n.Identifier.ToString()));
var allDefinedTypesInRecompiledFile = root.DescendantNodes().OfType<TypeDeclarationSyntax>()
.ToDictionary(n => RoslynUtils.GetMemberFQDN(n, n.Identifier.ToString())); //what about nested types?
var userDefinedOverrideTypesWithoutMatchnigInRecompiledFile = userDefinedOverrideTypes.Select(overridenType =>
{
if (!allDefinedTypesInRecompiledFile.ContainsKey(overridenType.Key))
{
return overridenType;
}
return default(KeyValuePair<string, TypeDeclarationSyntax>);
})
.Where(kv => kv.Key != default(string))
.ToList();
//types should be added either to root namespace or root of document
var rootNamespace = root.DescendantNodes().OfType<NamespaceDeclarationSyntax>().FirstOrDefault();
foreach (var overridenTypeToAdd in userDefinedOverrideTypesWithoutMatchnigInRecompiledFile)
{
var newMember = FastScriptReloadCodeRewriterBase.AddRewriteCommentIfNeeded(overridenTypeToAdd.Value,
"New type defined in override file",
true, //always write reason so it's not easy to miss in generated file
true);
if (rootNamespace != null)
{
rootNamespace =
root.DescendantNodes().OfType<NamespaceDeclarationSyntax>()
.FirstOrDefault(); //need to search again to make sure it didn't change
var newRootNamespace = rootNamespace.AddMembers(newMember);
root = root.ReplaceNode(rootNamespace, newRootNamespace);
}
else
{
root = ((CompilationUnitSyntax)root).AddMembers(newMember);
}
}
}
catch (Exception e)
{
Debug.LogError($"Unable to add user defined override types. {e}");
}
return root;
}
private static bool TryResolveUserDefinedOverridesRoot(string sourceCodeFile, List<string> definedPreprocessorSymbols, out SyntaxNode userDefinedOverridesRoot)
{
if (ScriptGenerationOverridesManager.TryGetScriptOverride(new FileInfo(sourceCodeFile), out var userDefinedOverridesFile))
{
try
{
userDefinedOverridesRoot = CSharpSyntaxTree.ParseText(File.ReadAllText(userDefinedOverridesFile.FullName), new CSharpParseOptions(preprocessorSymbols: definedPreprocessorSymbols)).GetRoot();
return true;
}
catch (Exception ex)
{
Debug.LogError($"Unable to resolve user defined overrides for file: '{userDefinedOverridesFile.FullName}' - please make sure it's compilable. Error: '{ex}'");
}
}
userDefinedOverridesRoot = null;
return false;
}
private static SyntaxNode ProcessUserDefinedOverridesReplacements(string sourceCodeFile, SyntaxNode root, SyntaxNode userDefinedOverridesRoot)
{
if (ScriptGenerationOverridesManager.TryGetScriptOverride(new FileInfo(sourceCodeFile), out var userDefinedOverridesFile))
{
try
{
var userDefinedScriptOverridesRewriter = new ManualUserDefinedScriptOverridesRewriter(userDefinedOverridesRoot,
true); //always write rewrite reason so it's not easy to miss
root = userDefinedScriptOverridesRewriter.Visit(root);
}
catch (Exception ex)
{
Debug.LogError($"Unable to resolve user defined overrides for file: '{userDefinedOverridesFile.FullName}' - please make sure it's compilable. Error: '{ex}'");
}
}
return root;
}
protected static List<string> ResolveReferencesToAdd(List<string> excludeAssyNames)
{
var referencesToAdd = new List<string>();
foreach (var assembly in AppDomain.CurrentDomain
.GetAssemblies() //TODO: PERF: just need to load once and cache? or get assembly based on changed file only?
.Where(a => excludeAssyNames.All(assyName => !a.FullName.StartsWith(assyName))
&& CustomAttributeExtensions.GetCustomAttribute<DynamicallyCreatedAssemblyAttribute>((Assembly)a) == null))
{
try
{
if (string.IsNullOrEmpty(assembly.Location))
{
LoggerScoped.LogDebug($"FastScriptReload: Assembly location is null, usually dynamic assembly, harmless.");
continue;
}
referencesToAdd.Add(assembly.Location);
}
catch (Exception)
{
LoggerScoped.LogDebug($"Unable to add a reference to assembly as unable to get location or null: {assembly.FullName} when hot-reloading, this is likely dynamic assembly and won't cause issues");
}
}
referencesToAdd = referencesToAdd.Where(r => !ReferencesExcludedFromHotReload.Any(rTe => r.EndsWith(rTe))).ToList();
if (EnableExperimentalThisCallLimitationFix || FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.EnableExperimentalAddedFieldsSupport)
{
IncludeMicrosoftCsharpReferenceToSupportDynamicKeyword(referencesToAdd);
}
return referencesToAdd;
}
private static void IncludeMicrosoftCsharpReferenceToSupportDynamicKeyword(List<string> referencesToAdd)
{
//TODO: check .net4.5 backend not breaking?
//ThisRewriters will cast to dynamic - if using .NET Standard 2.1 - reference is required
referencesToAdd.Add(AssemblyCsharpFullPath);
// referencesToAdd.Add(@"C:\Program Files\Unity\Hub\Editor\2021.3.12f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Microsoft.CSharp.dll");
}
}
}

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using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
#if FastScriptReload_CompileViaMCS
public class McsExeDynamicCompilation : DynamicCompilationBase
{
private const int ReferenceLenghtCountWarningThreshold = 32767 - 2000; //windows can accept up to 32767 chars as args, then it starts thorowing exceptions. MCS.exe is adding references via command /r:<full path>
private static CompileResult Compile(List<string> filePathsWithSourceCode)
{
var fileSourceCode = filePathsWithSourceCode.Select(File.ReadAllText);
var providerOptions = new Dictionary<string, string>();
var provider = new Microsoft.CSharp.CSharpCodeProvider(providerOptions);
var param = new System.CodeDom.Compiler.CompilerParameters();
var excludeAssyNames = new List<string>
{
"mscorlib"
};
var referencesToAdd = ResolveReferencesToAdd(excludeAssyNames);
var referencePathCharLenght = referencesToAdd.Sum(r => r.Length);
if (referencePathCharLenght > ReferenceLenghtCountWarningThreshold)
{
LoggerScoped.LogWarning(
"Windows can accept up to 32767 chars as args, then it starts throwing exceptions. Dynamic compilation will use MCS.exe and will add references via command /r:<full path>, " +
$"currently your assembly have {referencesToAdd.Count} references which full paths amount to: {referencePathCharLenght} chars." +
$"\r\nIf you see this warning likely compilation will fail, you can:" +
$"\r\n1) Move your project to be more top-level, as references take full paths, eg 'c:\\my-source\\stuff\\unity\\my-project\\' - this then gets repeated for many references, moving it close to top level will help" +
$"\r\n2) Remove some of the assemblies if you don't need them" +
"\r\n Please let me know via support email if that's causing you issues, there may be a fix if it's affecting many users, sorry about that!");
//TODO: the process is started from Microsoft.CSharp.CSharpCodeGenerator.FromFileBatch, potentially all it'd be possible to patch that class to maybe copy all
//assemblies to some top-level location and change parameters to run from this folder, with a working directory set, this would drastically reduce char count used by full refs
//also mcs.exe allows to compile with -pkg:package1[,packageN], which somewhat bundles multiple references, maybe all unity engine refs could go in there, or all refs in general
}
param.ReferencedAssemblies.AddRange(referencesToAdd.ToArray());
param.GenerateExecutable = false;
param.GenerateInMemory = false;
providerOptions.Add(PatchMcsArgsGeneration.PreprocessorDirectivesProviderOptionsKey,
string.Join(";", ActiveScriptCompilationDefines));
var sourceCodeCombined = CreateSourceCodeCombinedContents(fileSourceCode);
var result = provider.CompileAssemblyFromSource(param, sourceCodeCombined, DynamicallyCreatedAssemblyAttributeSourceCode);
var errors = new List<string>();
foreach (var error in result.Errors)
{
errors.Add(error.ToString());
}
return new CompileResult(
result.CompiledAssembly.FullName,
errors,
result.NativeCompilerReturnValue,
result.CompiledAssembly,
sourceCodeCombined,
string.Empty
);
}
}
#endif

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#if FastScriptReload_CompileViaMCS
using System;
using System.CodeDom.Compiler;
using System.Collections.Generic;
using System.Text;
using FastScriptReload.Runtime;
using HarmonyLib;
using UnityEditor;
[InitializeOnLoad]
[PreventHotReload]
public class PatchMcsArgsGeneration
{
public const string PreprocessorDirectivesProviderOptionsKey = "PreprocessorDirectives";
static PatchMcsArgsGeneration()
{
var harmony = new Harmony(nameof(PatchMcsArgsGeneration));
var original = AccessTools.Method("Microsoft.CSharp.CSharpCodeGenerator:BuildArgs");
var postfix = AccessTools.Method(typeof(PatchMcsArgsGeneration), nameof(BuildArgsPostfix));
harmony.Patch(original, postfix: new HarmonyMethod(postfix));
}
//Copied from Microsoft.CSharp.CSharpCodeGenerator.BuildArgs
private static void BuildArgsPostfix(
CompilerParameters options,
string[] fileNames,
IDictionary<string, string> providerOptions,
ref string __result)
{
StringBuilder stringBuilder = new StringBuilder();
if (options.GenerateExecutable)
stringBuilder.Append("/target:exe ");
else
stringBuilder.Append("/target:library ");
string privateBinPath = AppDomain.CurrentDomain.SetupInformation.PrivateBinPath;
if (privateBinPath != null && privateBinPath.Length > 0)
stringBuilder.AppendFormat("/lib:\"{0}\" ", (object) privateBinPath);
if (options.Win32Resource != null)
stringBuilder.AppendFormat("/win32res:\"{0}\" ", (object) options.Win32Resource);
if (options.IncludeDebugInformation)
stringBuilder.Append("/debug+ /optimize- ");
else
stringBuilder.Append("/debug- /optimize+ ");
if (options.TreatWarningsAsErrors)
stringBuilder.Append("/warnaserror ");
if (options.WarningLevel >= 0)
stringBuilder.AppendFormat("/warn:{0} ", (object) options.WarningLevel);
if (options.OutputAssembly == null || options.OutputAssembly.Length == 0)
{
string extension = options.GenerateExecutable ? "exe" : "dll"; //TODO:readd
// options.OutputAssembly = CSharpCodeGenerator.GetTempFileNameWithExtension(options.TempFiles, extension, !options.GenerateInMemory);
}
stringBuilder.AppendFormat("/out:\"{0}\" ", (object) options.OutputAssembly);
foreach (string referencedAssembly in options.ReferencedAssemblies)
{
if (referencedAssembly != null && referencedAssembly.Length != 0)
stringBuilder.AppendFormat("/r:\"{0}\" ", (object) referencedAssembly);
}
if (options.CompilerOptions != null)
{
stringBuilder.Append(options.CompilerOptions);
stringBuilder.Append(" ");
}
foreach (string embeddedResource in options.EmbeddedResources)
stringBuilder.AppendFormat("/resource:\"{0}\" ", (object) embeddedResource);
foreach (string linkedResource in options.LinkedResources)
stringBuilder.AppendFormat("/linkresource:\"{0}\" ", (object) linkedResource);
//WARN: that's how it's in source, quite odd, doesn't do much if compiler version specified?
// if (providerOptions != null && providerOptions.Count > 0)
// {
// string str;
// if (!providerOptions.TryGetValue("CompilerVersion", out str))
// str = "3.5";
// if (str.Length >= 1 && str[0] == 'v')
// str = str.Substring(1);
// if (str != "2.0")
// {
// }
// else
// stringBuilder.Append("/langversion:ISO-2 ");
// }
stringBuilder.Append("/langversion:experimental ");
CustomPatchAdditionAddPreprocessorDirectives(providerOptions, stringBuilder);
stringBuilder.Append("/noconfig ");
stringBuilder.Append(" -- ");
foreach (string fileName in fileNames)
stringBuilder.AppendFormat("\"{0}\" ", (object) fileName);
__result = stringBuilder.ToString();
}
private static void CustomPatchAdditionAddPreprocessorDirectives(IDictionary<string, string> providerOptions, StringBuilder stringBuilder)
{
if (providerOptions != null && providerOptions.Count > 0)
{
if (providerOptions.TryGetValue(PreprocessorDirectivesProviderOptionsKey, out var preprocessorDirectives))
{
stringBuilder.Append($"/d:\"{preprocessorDirectives}\" ");
}
}
}
}
#endif

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using FastScriptReload.Runtime;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace FastScriptReload.Editor.Compilation.ScriptGenerationOverrides
{
[InitializeOnLoad]
public static class ScriptGenerationOverridesManager
{
private static float LoadOverridesFolderFilesEveryNSeconds = 5;
private static readonly string TemplateInterfaceDeclaration = @"
//New interface declaration, this is very useful in cases where code depends on some internal interfaces that re-compiled code can no longer access. Simply define them here and code will compile.
//You can add any type in that manner
public interface ITestNewInterface {
bool Test { get; set; }
}";
private static readonly string TemplateTopComment = @"// You can use this file to specify custom code overrides. Those will be applied to resulting code.
// This approach is very useful if your code is failing to compile due to one of the existing limitations.
//
// While I work on reducing limitations you can simply specify override with proper code to make sure you can continue working.
//
// 1) Simply define code with same structure as your original class, make sure to include any namespace.
// 2) Rename classes and types to have '<ClassPostfix>' postfix.
//
// eg. 'MyClassName' needs to be changed to MyClassName<ClassPostfix> otherwise it won't be properly connected.
//
// 3) Add any methods that you want to override, using same method signature. Whole method body will be replaced and no code adjustments will be run on it.
// 4) You can add any additional types - this is quite useful when you hit limitation with internal interfaces - where compiler can not access them due to protection modifiers.
// You can simply redefine those here, while not ideal it'll allow you to continue using Hot-Reload without modifying your code.
//
// Tool will now attempt to create a template file for you with first found class and first method as override, please adjust as necessary.
// It'll also create an example redefined interface.
// If you can't see anything please refer to the above and create overrides file manually.
//
// You can also refer to documentation section 'User defined script rewrite overrides'
";
public static DirectoryInfo UserDefinedScriptRewriteOverridesFolder { get; }
private static double _lastTimeOverridesFolderFilesRead;
public static List<UserDefinedScriptOverride> UserDefinedScriptOverrides { get; } = new List<UserDefinedScriptOverride>();
static ScriptGenerationOverridesManager()
{
//TODO: allow to customize later from code, eg for user that'd like to include in source control
UserDefinedScriptRewriteOverridesFolder = new DirectoryInfo(Application.persistentDataPath + @"\FastScriptReload\ScriptOverrides");
UpdateUserDefinedScriptOverridesFileCache();
EditorApplication.update += Update;
}
private static void Update()
{
var timeSinceStartup = EditorApplication.timeSinceStartup;
if (_lastTimeOverridesFolderFilesRead + LoadOverridesFolderFilesEveryNSeconds < timeSinceStartup)
{
_lastTimeOverridesFolderFilesRead = timeSinceStartup;
UpdateUserDefinedScriptOverridesFileCache();
}
}
private static void UpdateUserDefinedScriptOverridesFileCache()
{
UserDefinedScriptOverrides.Clear();
if (UserDefinedScriptRewriteOverridesFolder.Exists)
{
UserDefinedScriptOverrides.AddRange(UserDefinedScriptRewriteOverridesFolder.GetFiles().Select(f => new UserDefinedScriptOverride(f)));
}
}
public static void AddScriptOverride(MonoScript script)
{
EnsureOverrideFolderExists();
var overridenFile = new FileInfo(Path.Combine(UserDefinedScriptRewriteOverridesFolder.FullName, script.name + ".cs"));
if (!overridenFile.Exists)
{
var originalFile = new FileInfo(Path.Combine(Path.Combine(Application.dataPath + "//..", AssetDatabase.GetAssetPath(script))));
var templateString = string.Empty;
try
{
var fileCode = File.ReadAllText(originalFile.FullName);
var tree = CSharpSyntaxTree.ParseText(fileCode, new CSharpParseOptions(preprocessorSymbols: DynamicCompilationBase.ActiveScriptCompilationDefines));
var root = tree.GetRoot();
var firstType = root.DescendantNodes().OfType<ClassDeclarationSyntax>().FirstOrDefault();
if (firstType != null)
{
var members = new SyntaxList<MemberDeclarationSyntax>();
var firstMethod = firstType.DescendantNodes().OfType<MethodDeclarationSyntax>().FirstOrDefault(m => m.Body != null);
if (firstMethod != null)
{
var block = SyntaxFactory.Block();
block = block.AddStatements(SyntaxFactory.EmptyStatement().WithLeadingTrivia(
SyntaxFactory.Comment(@"/* Any code will be replaced with original method of same signature in same type*/"))
);
firstMethod = firstMethod
.WithBody(block)
.WithTriviaFrom(firstMethod);
members = members.Add(firstMethod);
}
root = root.ReplaceNode(firstType, firstType
.ReplaceToken(
firstType.Identifier,
SyntaxFactory.Identifier(firstType.Identifier.ValueText + AssemblyChangesLoader.ClassnamePatchedPostfix)
)
.WithMembers(members)).NormalizeWhitespace();
var interfaceDeclaration = CSharpSyntaxTree.ParseText(TemplateInterfaceDeclaration);
root = ((CompilationUnitSyntax)root).AddMembers(
interfaceDeclaration.GetRoot().DescendantNodes().OfType<InterfaceDeclarationSyntax>().First()
);
}
templateString = root.ToFullString();
}
catch (Exception e)
{
Debug.LogError($"Unable to generate user defined script override template from your file, please refer to note at the start of the file. {e}");
}
if (!overridenFile.Exists)
{
File.WriteAllText(overridenFile.FullName,
TemplateTopComment.Replace("<ClassPostfix>", AssemblyChangesLoader.ClassnamePatchedPostfix) + templateString
);
UpdateUserDefinedScriptOverridesFileCache();
}
}
InternalEditorUtility.OpenFileAtLineExternal(overridenFile.FullName, 0);
}
public static bool TryRemoveScriptOverride(MonoScript originalScript)
{
EnsureOverrideFolderExists();
var overridenFile = new FileInfo(Path.Combine(UserDefinedScriptRewriteOverridesFolder.FullName, originalScript.name + ".cs"));
if (overridenFile.Exists)
{
return TryRemoveScriptOverride(overridenFile);
}
return false;
}
private static bool TryRemoveScriptOverride(FileInfo overridenFile)
{
try
{
overridenFile.Delete();
UpdateUserDefinedScriptOverridesFileCache();
}
catch (Exception)
{
Debug.Log($"Unable to remove: '{overridenFile.Name}' - make sure it's not locked / open in editor");
throw;
}
return true;
}
public static bool TryRemoveScriptOverride(UserDefinedScriptOverride scriptOverride)
{
return TryRemoveScriptOverride(scriptOverride.File);
}
public static bool TryGetScriptOverride(FileInfo changedFile, out FileInfo overridesFile)
{
overridesFile = UserDefinedScriptOverrides.FirstOrDefault(f => f.File.Name == changedFile.Name && f.File.Exists)?.File;
return overridesFile?.Exists ?? false;
}
private static void EnsureOverrideFolderExists()
{
if (!UserDefinedScriptRewriteOverridesFolder.Exists)
UserDefinedScriptRewriteOverridesFolder.Create();
}
}
public class UserDefinedScriptOverride
{
public FileInfo File { get; }
public UserDefinedScriptOverride(FileInfo file)
{
File = file;
}
}
}

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{
"name": "FastScriptReload.Editor",
"rootNamespace": "",
"references": [
"GUID:b75b497805046c443a21f90e84a5ff4f"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"0Harmony.dll",
"Microsoft.CodeAnalysis.dll",
"Microsoft.CodeAnalysis.CSharp.dll",
"ImmersiveVRTools.Common.Editor.dll",
"ImmersiveVRTools.Common.Runtime.dll"
],
"autoReferenced": false,
"defineConstraints": [
"FastScriptReload"
],
"versionDefines": [],
"noEngineReferences": false
}

View File

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FastScriptReload.Editor.Compilation;
using FastScriptReload.Editor.Compilation.ScriptGenerationOverrides;
using FastScriptReload.Runtime;
using ImmersiveVRTools.Runtime.Common;
using ImmersiveVrToolsCommon.Runtime.Logging;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEngine;
namespace FastScriptReload.Editor
{
[InitializeOnLoad]
[PreventHotReload]
public class FastScriptReloadManager
{
private static FastScriptReloadManager _instance;
public static FastScriptReloadManager Instance
{
get {
if (_instance == null)
{
_instance = new FastScriptReloadManager();
LoggerScoped.LogDebug("Created Manager");
}
return _instance;
}
}
private static string DataPath = Application.dataPath;
public const string FileWatcherReplacementTokenForApplicationDataPath = "<Application.dataPath>";
public Dictionary<string, Func<string>> FileWatcherTokensToResolvePathFn = new Dictionary<string, Func<string>>
{
[FileWatcherReplacementTokenForApplicationDataPath] = () => DataPath
};
private bool _wasLockReloadAssembliesCalled;
private PlayModeStateChange _lastPlayModeStateChange;
private List<FileSystemWatcher> _fileWatchers = new List<FileSystemWatcher>();
private IEnumerable<string> _currentFileExclusions;
private int _triggerDomainReloadIfOverNDynamicallyLoadedAssembles = 100;
public bool EnableExperimentalThisCallLimitationFix { get; private set; }
#pragma warning disable 0618
public AssemblyChangesLoaderEditorOptionsNeededInBuild AssemblyChangesLoaderEditorOptionsNeededInBuild { get; private set; } = new AssemblyChangesLoaderEditorOptionsNeededInBuild();
#pragma warning restore 0618
private List<DynamicFileHotReloadState> _dynamicFileHotReloadStateEntries = new List<DynamicFileHotReloadState>();
private DateTime _lastTimeChangeBatchRun = default(DateTime);
private bool _assemblyChangesLoaderResolverResolutionAlreadyCalled;
private bool _isEditorModeHotReloadEnabled;
private int _hotReloadPerformedCount = 0;
private bool _isOnDemandHotReloadEnabled;
private void OnWatchedFileChange(object source, FileSystemEventArgs e)
{
if (!_isEditorModeHotReloadEnabled && _lastPlayModeStateChange != PlayModeStateChange.EnteredPlayMode)
{
#if ImmersiveVrTools_DebugEnabled
LoggerScoped.Log($"Application not playing, change to: {e.Name} won't be compiled and hot reloaded");
#endif
return;
}
var filePathToUse = e.FullPath;
if (!File.Exists(filePathToUse))
{
LoggerScoped.LogWarning(@"Fast Script Reload - Unity File Path Bug - Warning!
Path for changed file passed by Unity does not exist. This is a known editor bug, more info: https://issuetracker.unity3d.com/issues/filesystemwatcher-returns-bad-file-path
Best course of action is to update editor as issue is already fixed in newer (minor and major) versions.
As a workaround asset will try to resolve paths via directory search.
Workaround will search in all folders (under project root) and will use first found file. This means it's possible it'll pick up wrong file as there's no directory information available.");
var changedFileName = new FileInfo(filePathToUse).Name;
//TODO: try to look in all file watcher configured paths, some users might have code outside of assets, eg packages
// var fileFoundInAssets = FastScriptReloadPreference.FileWatcherSetupEntries.GetElementsTyped().SelectMany(setupEntries => Directory.GetFiles(DataPath, setupEntries.path, SearchOption.AllDirectories)).ToList();
var fileFoundInAssets = Directory.GetFiles(DataPath, changedFileName, SearchOption.AllDirectories);
if (fileFoundInAssets.Length == 0)
{
LoggerScoped.LogError($"FileWatcherBugWorkaround: Unable to find file '{changedFileName}', changes will not be reloaded. Please update unity editor.");
return;
}
else if(fileFoundInAssets.Length == 1)
{
LoggerScoped.Log($"FileWatcherBugWorkaround: Original Unity passed file path: '{e.FullPath}' adjusted to found: '{fileFoundInAssets[0]}'");
filePathToUse = fileFoundInAssets[0];
}
else
{
LoggerScoped.LogWarning($"FileWatcherBugWorkaround: Multiple files found. Original Unity passed file path: '{e.FullPath}' adjusted to found: '{fileFoundInAssets[0]}'");
filePathToUse = fileFoundInAssets[0];
}
}
if (_currentFileExclusions != null && _currentFileExclusions.Any(fp => filePathToUse.Replace("\\", "/").EndsWith(fp)))
{
LoggerScoped.LogWarning($"FastScriptReload: File: '{filePathToUse}' changed, but marked as exclusion. Hot-Reload will not be performed. You can manage exclusions via" +
$"\r\nRight click context menu (Fast Script Reload > Add / Remove Hot-Reload exclusion)" +
$"\r\nor via Window -> Fast Script Reload -> Start Screen -> Exclusion menu");
return;
}
const int msThresholdToConsiderSameChangeFromDifferentFileWatchers = 500;
var isDuplicatedChangesComingFromDifferentFileWatcher = _dynamicFileHotReloadStateEntries
.Any(f => f.FullFileName == filePathToUse
&& (DateTime.UtcNow - f.FileChangedOn).TotalMilliseconds < msThresholdToConsiderSameChangeFromDifferentFileWatchers);
if (isDuplicatedChangesComingFromDifferentFileWatcher)
{
LoggerScoped.LogWarning($"FastScriptReload: Looks like change to: {filePathToUse} have already been added for processing. This can happen if you have multiple file watchers set in a way that they overlap.");
return;
}
_dynamicFileHotReloadStateEntries.Add(new DynamicFileHotReloadState(filePathToUse, DateTime.UtcNow));
}
public void StartWatchingDirectoryAndSubdirectories(string directoryPath, string filter, bool includeSubdirectories)
{
foreach (var kv in FileWatcherTokensToResolvePathFn)
{
directoryPath = directoryPath.Replace(kv.Key, kv.Value());
}
var directoryInfo = new DirectoryInfo(directoryPath);
if (!directoryInfo.Exists)
{
LoggerScoped.LogWarning($"FastScriptReload: Directory: '{directoryPath}' does not exist, make sure file-watcher setup is correct. You can access via: Window -> Fast Script Reload -> File Watcher (Advanced Setup)");
}
var fileWatcher = new FileSystemWatcher();
fileWatcher.Path = directoryInfo.FullName;
fileWatcher.IncludeSubdirectories = includeSubdirectories;
fileWatcher.Filter = filter;
fileWatcher.NotifyFilter = NotifyFilters.LastWrite;
fileWatcher.Changed += OnWatchedFileChange;
fileWatcher.EnableRaisingEvents = true;
_fileWatchers.Add(fileWatcher);
}
static FastScriptReloadManager()
{
//do not add init code in here as with domain reload turned off it won't be properly set on play-mode enter, use Init method instead
EditorApplication.update += Instance.Update;
EditorApplication.playModeStateChanged += Instance.OnEditorApplicationOnplayModeStateChanged;
}
~FastScriptReloadManager()
{
LoggerScoped.LogDebug("Destroying FSR Manager ");
if (_instance != null)
{
if (_lastPlayModeStateChange == PlayModeStateChange.EnteredPlayMode)
{
LoggerScoped.LogError("Manager is being destroyed in play session, this indicates some sort of issue where static variables were reset, hot reload will not function properly please reset. " +
"This is usually caused by Unity triggering that reset for some reason that's outside of asset control - other static variables will also be affected and recovering just hot reload would hide wider issue.");
}
ClearFileWatchers();
}
}
private const int BaseMenuItemPriority_ManualScriptOverride = 100;
[MenuItem("Assets/Fast Script Reload/Add \\ Open User Script Rewrite Override", false, BaseMenuItemPriority_ManualScriptOverride + 1)]
public static void AddHotReloadManualScriptOverride()
{
if (Selection.activeObject is MonoScript script)
{
ScriptGenerationOverridesManager.AddScriptOverride(script);
}
}
[MenuItem("Assets/Fast Script Reload/Add \\ Open User Script Rewrite Override", true)]
public static bool AddHotReloadManualScriptOverrideValidateFn()
{
return Selection.activeObject is MonoScript;
}
[MenuItem("Assets/Fast Script Reload/Remove User Script Rewrite Override", false, BaseMenuItemPriority_ManualScriptOverride + 2)]
public static void RemoveHotReloadManualScriptOverride()
{
if (Selection.activeObject is MonoScript script)
{
ScriptGenerationOverridesManager.TryRemoveScriptOverride(script);
}
}
[MenuItem("Assets/Fast Script Reload/Remove User Script Rewrite Override", true)]
public static bool RemoveHotReloadManualScriptOverrideValidateFn()
{
if (Selection.activeObject is MonoScript script)
{
return ScriptGenerationOverridesManager.TryGetScriptOverride(
new FileInfo(Path.Combine(Path.Combine(Application.dataPath + "//..", AssetDatabase.GetAssetPath(script)))),
out var _
);
}
return false;
}
[MenuItem("Assets/Fast Script Reload/Show User Script Rewrite Overrides", false, BaseMenuItemPriority_ManualScriptOverride + 3)]
public static void ShowManualScriptRewriteOverridesInUi()
{
var window = FastScriptReloadWelcomeScreen.Init();
window.OpenUserScriptRewriteOverridesSection();
}
private const int BaseMenuItemPriority_Exclusions = 200;
[MenuItem("Assets/Fast Script Reload/Add Hot-Reload Exclusion", false, BaseMenuItemPriority_Exclusions + 1)]
public static void AddFileAsExcluded()
{
FastScriptReloadPreference.FilesExcludedFromHotReload.AddElement(ResolveRelativeToAssetDirectoryFilePath(Selection.activeObject));
}
[MenuItem("Assets/Fast Script Reload/Add Hot-Reload Exclusion", true)]
public static bool AddFileAsExcludedValidateFn()
{
return Selection.activeObject is MonoScript
&& !((FastScriptReloadPreference.FilesExcludedFromHotReload.GetEditorPersistedValueOrDefault() as IEnumerable<string>) ?? Array.Empty<string>())
.Contains(ResolveRelativeToAssetDirectoryFilePath(Selection.activeObject));
}
[MenuItem("Assets/Fast Script Reload/Remove Hot-Reload Exclusion", false, BaseMenuItemPriority_Exclusions + 2)]
public static void RemoveFileAsExcluded()
{
FastScriptReloadPreference.FilesExcludedFromHotReload.RemoveElement(ResolveRelativeToAssetDirectoryFilePath(Selection.activeObject));
}
[MenuItem("Assets/Fast Script Reload/Remove Hot-Reload Exclusion", true)]
public static bool RemoveFileAsExcludedValidateFn()
{
return Selection.activeObject is MonoScript
&& ((FastScriptReloadPreference.FilesExcludedFromHotReload.GetEditorPersistedValueOrDefault() as IEnumerable<string>) ?? Array.Empty<string>())
.Contains(ResolveRelativeToAssetDirectoryFilePath(Selection.activeObject));
}
[MenuItem("Assets/Fast Script Reload/Show Exclusions", false, BaseMenuItemPriority_Exclusions + 3)]
public static void ShowExcludedFilesInUi()
{
var window = FastScriptReloadWelcomeScreen.Init();
window.OpenExclusionsSection();
}
private static string ResolveRelativeToAssetDirectoryFilePath(UnityEngine.Object obj)
{
return AssetDatabase.GetAssetPath(obj.GetInstanceID());
}
public void Update()
{
_isEditorModeHotReloadEnabled = (bool)FastScriptReloadPreference.EnableExperimentalEditorHotReloadSupport.GetEditorPersistedValueOrDefault();
if (_lastPlayModeStateChange == PlayModeStateChange.ExitingPlayMode && Instance._fileWatchers.Any())
{
ClearFileWatchers();
}
if (!_isEditorModeHotReloadEnabled && !EditorApplication.isPlaying)
{
return;
}
if (_isEditorModeHotReloadEnabled)
{
EnsureInitialized();
}
else if (_lastPlayModeStateChange == PlayModeStateChange.EnteredPlayMode)
{
EnsureInitialized();
// if (_lastPlayModeStateChange != PlayModeStateChange.ExitingPlayMode && Application.isPlaying && Instance._fileWatchers.Count == 0 && FastScriptReloadPreference.FileWatcherSetupEntries.GetElementsTyped().Count > 0)
// {
// LoggerScoped.LogWarning("Reinitializing file-watchers as defined configuration does not match current instance setup. If hot reload still doesn't work you'll need to reset play session.");
// ClearFileWatchers();
// EnsureInitialized();
// }
}
AssignConfigValuesThatCanNotBeAccessedOutsideOfMainThread();
if (!_assemblyChangesLoaderResolverResolutionAlreadyCalled)
{
AssemblyChangesLoaderResolver.Instance.Resolve(); //WARN: need to resolve initially in case monobehaviour singleton is not created
_assemblyChangesLoaderResolverResolutionAlreadyCalled = true;
}
if ((bool)FastScriptReloadPreference.EnableAutoReloadForChangedFiles.GetEditorPersistedValueOrDefault() &&
(DateTime.UtcNow - _lastTimeChangeBatchRun).TotalSeconds > (int)FastScriptReloadPreference.BatchScriptChangesAndReloadEveryNSeconds.GetEditorPersistedValueOrDefault())
{
TriggerReloadForChangedFiles();
}
}
private static void ClearFileWatchers()
{
foreach (var fileWatcher in Instance._fileWatchers)
{
fileWatcher.Dispose();
}
Instance._fileWatchers.Clear();
}
private void AssignConfigValuesThatCanNotBeAccessedOutsideOfMainThread()
{
//TODO: PERF: needed in file watcher but when run on non-main thread causes exception.
_currentFileExclusions = FastScriptReloadPreference.FilesExcludedFromHotReload.GetElements();
_triggerDomainReloadIfOverNDynamicallyLoadedAssembles = (int)FastScriptReloadPreference.TriggerDomainReloadIfOverNDynamicallyLoadedAssembles.GetEditorPersistedValueOrDefault();
_isOnDemandHotReloadEnabled = (bool)FastScriptReloadPreference.EnableOnDemandReload.GetEditorPersistedValueOrDefault();
EnableExperimentalThisCallLimitationFix = (bool)FastScriptReloadPreference.EnableExperimentalThisCallLimitationFix.GetEditorPersistedValueOrDefault();
AssemblyChangesLoaderEditorOptionsNeededInBuild.UpdateValues(
(bool)FastScriptReloadPreference.IsDidFieldsOrPropertyCountChangedCheckDisabled.GetEditorPersistedValueOrDefault(),
(bool)FastScriptReloadPreference.EnableExperimentalAddedFieldsSupport.GetEditorPersistedValueOrDefault()
);
}
public void TriggerReloadForChangedFiles()
{
if (!Application.isPlaying && _hotReloadPerformedCount > _triggerDomainReloadIfOverNDynamicallyLoadedAssembles)
{
LoggerScoped.LogWarning($"Dynamically created assembles reached over: {_triggerDomainReloadIfOverNDynamicallyLoadedAssembles} - triggering full domain reload to clean up. You can adjust that value in settings.");
#if UNITY_2019_3_OR_NEWER
CompilationPipeline.RequestScriptCompilation(); //TODO: add some timer to ensure this does not go into some kind of loop
#elif UNITY_2017_1_OR_NEWER
var editorAssembly = Assembly.GetAssembly(typeof(Editor));
var editorCompilationInterfaceType = editorAssembly.GetType("UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface");
var dirtyAllScriptsMethod = editorCompilationInterfaceType.GetMethod("DirtyAllScripts", BindingFlags.Static | BindingFlags.Public);
dirtyAllScriptsMethod.Invoke(editorCompilationInterfaceType, null);
#endif
}
var assemblyChangesLoader = AssemblyChangesLoaderResolver.Instance.Resolve();
var changesAwaitingHotReload = _dynamicFileHotReloadStateEntries
.Where(e => e.IsAwaitingCompilation)
.ToList();
if (changesAwaitingHotReload.Any())
{
changesAwaitingHotReload.ForEach(c => { c.IsBeingProcessed = true; });
var unityMainThreadDispatcher = UnityMainThreadDispatcher.Instance.EnsureInitialized(); //need to pass that in, resolving on other than main thread will cause exception
Task.Run(() =>
{
List<string> sourceCodeFilesWithUniqueChangesAwaitingHotReload = null;
try
{
sourceCodeFilesWithUniqueChangesAwaitingHotReload = changesAwaitingHotReload
.GroupBy(e => e.FullFileName)
.Select(e => e.First().FullFileName).ToList();
var dynamicallyLoadedAssemblyCompilerResult = DynamicAssemblyCompiler.Compile(sourceCodeFilesWithUniqueChangesAwaitingHotReload, unityMainThreadDispatcher);
if (!dynamicallyLoadedAssemblyCompilerResult.IsError)
{
changesAwaitingHotReload.ForEach(c =>
{
c.FileCompiledOn = DateTime.UtcNow;
c.AssemblyNameCompiledIn = dynamicallyLoadedAssemblyCompilerResult.CompiledAssemblyPath;
});
//TODO: return some proper results to make sure entries are correctly updated
assemblyChangesLoader.DynamicallyUpdateMethodsForCreatedAssembly(dynamicallyLoadedAssemblyCompilerResult.CompiledAssembly, AssemblyChangesLoaderEditorOptionsNeededInBuild);
changesAwaitingHotReload.ForEach(c =>
{
c.HotSwappedOn = DateTime.UtcNow;
c.IsBeingProcessed = false;
}); //TODO: technically not all were hot swapped at same time
_hotReloadPerformedCount++;
}
else
{
if (dynamicallyLoadedAssemblyCompilerResult.MessagesFromCompilerProcess.Count > 0)
{
var msg = new StringBuilder();
foreach (string message in dynamicallyLoadedAssemblyCompilerResult.MessagesFromCompilerProcess)
{
msg.AppendLine($"Error when compiling, it's best to check code and make sure it's compilable \r\n {message}\n");
}
var errorMessage = msg.ToString();
changesAwaitingHotReload.ForEach(c =>
{
c.ErrorOn = DateTime.UtcNow;
c.ErrorText = errorMessage;
});
throw new Exception(errorMessage);
}
}
}
catch (Exception ex)
{
LoggerScoped.LogError($"Error when updating files: '{(sourceCodeFilesWithUniqueChangesAwaitingHotReload != null ? string.Join(",", sourceCodeFilesWithUniqueChangesAwaitingHotReload.Select(fn => new FileInfo(fn).Name)) : "unknown")}', {ex}");
}
});
}
_lastTimeChangeBatchRun = DateTime.UtcNow;
}
private void OnEditorApplicationOnplayModeStateChanged(PlayModeStateChange obj)
{
Instance._lastPlayModeStateChange = obj;
if ((bool)FastScriptReloadPreference.IsForceLockAssembliesViaCode.GetEditorPersistedValueOrDefault())
{
if (obj == PlayModeStateChange.EnteredPlayMode)
{
EditorApplication.LockReloadAssemblies();
_wasLockReloadAssembliesCalled = true;
}
}
if(obj == PlayModeStateChange.EnteredEditMode && _wasLockReloadAssembliesCalled)
{
EditorApplication.UnlockReloadAssemblies();
_wasLockReloadAssembliesCalled = false;
}
}
private static bool HotReloadDisabled_WarningMessageShownAlready;
private static void EnsureInitialized()
{
if (!(bool)FastScriptReloadPreference.EnableAutoReloadForChangedFiles.GetEditorPersistedValueOrDefault()
&& !(bool)FastScriptReloadPreference.EnableOnDemandReload.GetEditorPersistedValueOrDefault())
{
if (!HotReloadDisabled_WarningMessageShownAlready)
{
LoggerScoped.LogWarning($"Both auto hot reload and on-demand reload are disabled, file watchers will not be initialized. Please adjust settings and restart if you want hot reload to work.");
HotReloadDisabled_WarningMessageShownAlready = true;
}
return;
}
if (Instance._fileWatchers.Count == 0)
{
var fileWatcherSetupEntries = FastScriptReloadPreference.FileWatcherSetupEntries.GetElementsTyped();
if (fileWatcherSetupEntries.Count == 0)
{
LoggerScoped.LogWarning($"There are no file watcher setup entries. Tool will not be able to pick changes automatically");
}
foreach (var fileWatcherSetupEntry in fileWatcherSetupEntries)
{
Instance.StartWatchingDirectoryAndSubdirectories(fileWatcherSetupEntry.path, fileWatcherSetupEntry.filter, fileWatcherSetupEntry.includeSubdirectories);
}
}
}
}
public class DynamicFileHotReloadState
{
public string FullFileName { get; set; }
public DateTime FileChangedOn { get; set; }
public bool IsAwaitingCompilation => !IsFileCompiled && !ErrorOn.HasValue && !IsBeingProcessed;
public bool IsFileCompiled => FileCompiledOn.HasValue;
public DateTime? FileCompiledOn { get; set; }
public string AssemblyNameCompiledIn { get; set; }
public bool IsAwaitingHotSwap => IsFileCompiled && !HotSwappedOn.HasValue;
public DateTime? HotSwappedOn { get; set; }
public bool IsChangeHotSwapped {get; set; }
public string ErrorText { get; set; }
public DateTime? ErrorOn { get; set; }
public bool IsBeingProcessed { get; set; }
public DynamicFileHotReloadState(string fullFileName, DateTime fileChangedOn)
{
FullFileName = fullFileName;
FileChangedOn = fileChangedOn;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using FastScriptReload.Editor.Compilation;
using FastScriptReload.Editor.Compilation.ScriptGenerationOverrides;
using FastScriptReload.Runtime;
using ImmersiveVRTools.Editor.Common.Utilities;
using ImmersiveVRTools.Editor.Common.WelcomeScreen;
using ImmersiveVRTools.Editor.Common.WelcomeScreen.GuiElements;
using ImmersiveVRTools.Editor.Common.WelcomeScreen.PreferenceDefinition;
using ImmersiveVRTools.Editor.Common.WelcomeScreen.Utilities;
using ImmersiveVrToolsCommon.Runtime.Logging;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Rendering;
namespace FastScriptReload.Editor
{
public class FastScriptReloadWelcomeScreen : ProductWelcomeScreenBase
{
public static string BaseUrl = "https://immersivevrtools.com";
public static string GenerateGetUpdatesUrl(string userId, string versionId)
{
//WARN: the URL can sometimes be adjusted, make sure updated correctly
return $"{BaseUrl}/updates/fast-script-reload/{userId}?CurrentVersion={versionId}";
}
public static string VersionId = "1.4";
private static readonly string ProjectIconName = "ProductIcon64";
public static readonly string ProjectName = "fast-script-reload";
private static Vector2 _WindowSizePx = new Vector2(650, 500);
private static string _WindowTitle = "Fast Script Reload";
public static ChangeMainViewButton ExclusionsSection { get; private set; }
public static ChangeMainViewButton EditorHotReloadSection { get; private set; }
public static ChangeMainViewButton NewFieldsSection { get; private set; }
public static ChangeMainViewButton UserScriptRewriteOverrides { get; private set; }
public void OpenExclusionsSection()
{
ExclusionsSection.OnClick(this);
}
public void OpenUserScriptRewriteOverridesSection()
{
UserScriptRewriteOverrides.OnClick(this);
}
public void OpenEditorHotReloadSection()
{
EditorHotReloadSection.OnClick(this);
}
public void OpenNewFieldsSection()
{
NewFieldsSection.OnClick(this);
}
private static readonly ScrollViewGuiSection MainScrollViewSection = new ScrollViewGuiSection(
"", (screen) =>
{
GenerateCommonWelcomeText(FastScriptReloadPreference.ProductName, screen);
GUILayout.Label("Enabled Features:", screen.LabelStyle);
using (LayoutHelper.LabelWidth(350))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.EnableAutoReloadForChangedFiles);
RenderSettingsWithCheckLimitationsButton(FastScriptReloadPreference.EnableExperimentalAddedFieldsSupport, true, () => ((FastScriptReloadWelcomeScreen)screen).OpenNewFieldsSection());
RenderSettingsWithCheckLimitationsButton(FastScriptReloadPreference.EnableExperimentalEditorHotReloadSupport, false, () => ((FastScriptReloadWelcomeScreen)screen).OpenEditorHotReloadSection());
}
}
);
private static void RenderSettingsWithCheckLimitationsButton(ToggleProjectEditorPreferenceDefinition preferenceDefinition, bool allowChange, Action onCheckLimitationsClick)
{
EditorGUILayout.BeginHorizontal();
if (!allowChange)
{
using (LayoutHelper.LabelWidth(313))
{
EditorGUILayout.LabelField(preferenceDefinition.Label);
}
}
else
{
ProductPreferenceBase.RenderGuiAndPersistInput(preferenceDefinition);
}
if (GUILayout.Button("Check limitations"))
{
onCheckLimitationsClick();
}
EditorGUILayout.EndHorizontal();
}
private static readonly List<GuiSection> LeftSections = CreateLeftSections(new List<ChangeMainViewButton>
{
new ChangeMainViewButton("On-Device\r\nHot-Reload",
(screen) =>
{
EditorGUILayout.LabelField("Live Script Reload", screen.BoldTextStyle);
GUILayout.Space(10);
EditorGUILayout.LabelField(@"There's an extension to this asset that'll allow you to include Hot-Reload capability in builds (standalone / Android), please click the button below to learn more.", screen.TextStyle);
GUILayout.Space(20);
if (GUILayout.Button("View Live Script Reload on Asset Store"))
{
Application.OpenURL($"{RedirectBaseUrl}/live-script-reload-extension");
}
}
)
},
new LaunchSceneButton("Basic Example", (s) => GetScenePath("ExampleScene"), (screen) =>
{
GUILayout.Label(
$@"Asset is very simple to use:
1) Hit play to start.
2) Go to 'FunctionLibrary.cs' ({@"Assets/FastScriptReload/Examples/Scripts/"})", screen.TextStyle);
CreateOpenFunctionLibraryOnRippleMethodButton();
GUILayout.Label(
$@"3) Change 'Ripple' method (eg change line before return statement to 'p.z = v * 10'
4) Save file
5) See change immediately",
screen.TextStyle
);
GUILayout.Space(10);
EditorGUILayout.HelpBox("There are some limitations to what can be Hot-Reloaded, documentation lists them under 'limitations' section.", MessageType.Warning);
}), MainScrollViewSection);
protected static List<GuiSection> CreateLeftSections(List<ChangeMainViewButton> additionalSections, LaunchSceneButton launchSceneButton, ScrollViewGuiSection mainScrollViewSection)
{
return new List<GuiSection>() {
new GuiSection("", new List<ClickableElement>
{
new LastUpdateButton("New Update!", (screen) => LastUpdateUpdateScrollViewSection.RenderMainScrollViewSection(screen)),
new ChangeMainViewButton("Welcome", (screen) => mainScrollViewSection.RenderMainScrollViewSection(screen)),
}),
new GuiSection("Options", new List<ClickableElement>
{
new ChangeMainViewButton("Reload", (screen) =>
{
const int sectionBreakHeight = 15;
GUILayout.Label(
@"Asset watches all script files and automatically hot-reloads on change, you can disable that behaviour and reload on demand.",
screen.TextStyle
);
using (LayoutHelper.LabelWidth(320))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.EnableAutoReloadForChangedFiles);
}
GUILayout.Space(sectionBreakHeight);
EditorGUILayout.HelpBox("On demand reload :\r\n(only works if you opted in below, this is to avoid unnecessary file watching)\r\nvia Window -> Fast Script Reload -> Force Reload, \r\nor by calling 'FastScriptIterationManager.Instance.TriggerReloadForChangedFiles()'", MessageType.Warning);
using (LayoutHelper.LabelWidth(320))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.EnableOnDemandReload);
}
GUILayout.Space(sectionBreakHeight);
GUILayout.Label(
@"For performance reasons script changes are batched are reloaded every N seconds",
screen.TextStyle
);
using (LayoutHelper.LabelWidth(300))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.BatchScriptChangesAndReloadEveryNSeconds);
}
GUILayout.Space(sectionBreakHeight);
using (LayoutHelper.LabelWidth(350))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.EnableExperimentalThisCallLimitationFix);
}
EditorGUILayout.HelpBox("Method calls utilizing 'this' will trigger compiler exception, if enabled tool will rewrite the calls to have proper type after adjustments." +
"\r\n\r\nIn case you're seeing compile errors relating to 'this' keyword please let me know via support page. Also turning this setting off will prevent rewrite.", MessageType.Info);
GUILayout.Space(sectionBreakHeight);
using (LayoutHelper.LabelWidth(350))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.IsForceLockAssembliesViaCode);
}
EditorGUILayout.HelpBox(
@"Sometimes Unity continues to reload assemblies on change in playmode even when Auto-Refresh is turned off.
Use this setting to force lock assemblies via code."
, MessageType.Info);
GUILayout.Space(sectionBreakHeight);
using (LayoutHelper.LabelWidth(350))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.IsDidFieldsOrPropertyCountChangedCheckDisabled);
}
EditorGUILayout.HelpBox("By default if you add / remove fields, tool will not redirect method calls for recompiled class." +
"\r\nYou can also enable added-fields support (experimental)." +
"\r\n\r\nSome assets however will use IL weaving to adjust your classes (eg Mirror) as a post compile step. In that case it's quite likely hot-reload will still work. " +
"\r\n\r\nTick this box for tool to try and reload changes when that happens."
, MessageType.Info);
}),
(UserScriptRewriteOverrides = new ChangeMainViewButton("User Script\r\nRewrite Overrides", (screen) =>
{
EditorGUILayout.HelpBox(
$@"For tool to work it'll need to slightly adjust your code to make it compilable. Sometimes due to existing limitations this can fail and you'll see an error.
You can specify custom script rewrite overrides, those are specified for specific parts of code that fail, eg method.
It will help overcome limitations in the short run while I work on implementing proper solution."
, MessageType.Info);
EditorGUILayout.HelpBox(
$@"To add:
1) right-click in project panel on the file that causes the issue.
2) select Fast Script Reload -> Add / Open User Script Rewrite Override
It'll open override file with template already in. You can read top comments that describe how to use it."
, MessageType.Warning);
EditorGUILayout.LabelField("Existing User Defined Script Overrides:", screen.BoldTextStyle);
Action executeAfterIteration = null;
foreach (var scriptOverride in ScriptGenerationOverridesManager.UserDefinedScriptOverrides)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(scriptOverride.File.Name);
if (GUILayout.Button("Open"))
{
InternalEditorUtility.OpenFileAtLineExternal(scriptOverride.File.FullName, 0);
}
if (GUILayout.Button("Delete"))
{
executeAfterIteration = () =>
{
if (EditorUtility.DisplayDialog("Are you sure", "This will permanently remove override file.", "Delete", "Keep File"))
{
ScriptGenerationOverridesManager.TryRemoveScriptOverride(scriptOverride);
}
};
}
EditorGUILayout.EndHorizontal();
}
executeAfterIteration?.Invoke();
})),
(ExclusionsSection = new ChangeMainViewButton("Exclusions", (screen) =>
{
EditorGUILayout.HelpBox("Those are easiest to manage from Project window by right clicking on script file and selecting: " +
"\r\nFast Script Reload -> Add Hot-Reload Exclusion " +
"\r\nFast Script Reload -> Remove Hot-Reload Exclusion", MessageType.Info);
GUILayout.Space(10);
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.FilesExcludedFromHotReload);
})),
new ChangeMainViewButton("Debugging", (screen) =>
{
EditorGUILayout.HelpBox(
@"To debug you'll need to set breakpoints in dynamically-compiled file.
BREAKPOINTS IN ORIGINAL FILE WON'T BE HIT!", MessageType.Error);
EditorGUILayout.HelpBox(
@"You can do that via:
- clicking link in console-window after change, eg
'FSR: Files: FunctionLibrary.cs changed (click here to debug [in bottom details pane]) (...)'
(it needs to be clicked in bottom details pane, double click will simply take you to log location)", MessageType.Warning);
GUILayout.Space(10);
EditorGUILayout.HelpBox(@"Tool can also auto-open generated file on every change, to do so select below option", MessageType.Info);
using (LayoutHelper.LabelWidth(350))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.IsAutoOpenGeneratedSourceFileOnChangeEnabled);
}
GUILayout.Space(20);
using (LayoutHelper.LabelWidth(350))
{
EditorGUILayout.LabelField("Logging", screen.BoldTextStyle);
GUILayout.Space(5);
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.EnableDetailedDebugLogging);
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.LogHowToFixMessageOnCompilationError);
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.StopShowingAutoReloadEnabledDialogBox);
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.DebugWriteRewriteReasonAsComment);
}
})
}.Concat(additionalSections).ToList()),
new GuiSection("Experimental", new List<ClickableElement>
{
(NewFieldsSection = new ChangeMainViewButton("New Fields", (screen) =>
{
#if LiveScriptReload_Enabled
EditorGUILayout.HelpBox(
@"On Device Reload (in running build) - Not Supported
If you enable - new fields WILL show in editor and work as expected but link with the device will be broken and changes won't be visible there!", MessageType.Error);
GUILayout.Space(10);
#endif
EditorGUILayout.HelpBox(
@"Adding new fields is still in experimental mode, it will have issues.
When you encounter them please get in touch (via any support links above) and I'll be sure to sort them out. Thanks!", MessageType.Error);
GUILayout.Space(10);
EditorGUILayout.HelpBox(
@"Adding new fields will affect performance, behind the scenes your code is rewritten to access field via static dictionary.
Once you exit playmode and do a full recompile they'll turn to standard fields as you'd expect.
New fields will also show in editor - you can tweak them as normal variables.", MessageType.Warning);
GUILayout.Space(10);
EditorGUILayout.HelpBox(
@"LIMITATIONS: (full list and more info in docs)
- outside classes can not call new fields added at runtime
- new fields will only show in editor if they were already used at least once", MessageType.Info);
GUILayout.Space(10);
using (LayoutHelper.LabelWidth(300))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.EnableExperimentalAddedFieldsSupport);
}
GUILayout.Space(10);
if (Application.isPlaying)
{
EditorGUILayout.HelpBox(@"You're in playmode, for option to start working you need to restart playmode.", MessageType.Warning);
}
GUILayout.Space(10);
})),
(EditorHotReloadSection = new ChangeMainViewButton("Editor Hot-Reload", (screen) =>
{
EditorGUILayout.HelpBox(@"Currently asset hot-reloads only in play-mode, you can enable experimental editor mode support here.
Please make sure to read limitation section as not all changes can be performed", MessageType.Warning);
EditorGUILayout.HelpBox(@"As an experimental feature it may be unstable and is not as reliable as play-mode workflow.
In some cases it can lock/crash editor.", MessageType.Error);
GUILayout.Space(10);
using (LayoutHelper.LabelWidth(320))
{
var valueBefore = (bool)FastScriptReloadPreference.EnableExperimentalEditorHotReloadSupport.GetEditorPersistedValueOrDefault();
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.EnableExperimentalEditorHotReloadSupport);
var valueAfter = (bool)FastScriptReloadPreference.EnableExperimentalEditorHotReloadSupport.GetEditorPersistedValueOrDefault();
if (!valueBefore && valueAfter)
{
EditorUtility.DisplayDialog("Experimental feature",
"Reloading outside of playmode is still in experimental phase. " +
"\r\n\r\nIt's not as good as in-playmode workflow",
"Ok");
#if UNITY_2019_3_OR_NEWER
CompilationPipeline.RequestScriptCompilation();
#elif UNITY_2017_1_OR_NEWER
var editorAssembly = Assembly.GetAssembly(typeof(Editor));
var editorCompilationInterfaceType = editorAssembly.GetType("UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface");
var dirtyAllScriptsMethod = editorCompilationInterfaceType.GetMethod("DirtyAllScripts", BindingFlags.Static | BindingFlags.Public);
dirtyAllScriptsMethod.Invoke(editorCompilationInterfaceType, null);
#endif
}
}
GUILayout.Space(10);
EditorGUILayout.HelpBox(@"Tool will automatically trigger full domain reload after number of hot-reloads specified below has been reached.
This is to ensure dynamically created and loaded assembles are cleared out properly", MessageType.Info);
GUILayout.Space(10);
using (LayoutHelper.LabelWidth(420))
{
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.TriggerDomainReloadIfOverNDynamicallyLoadedAssembles);
}
GUILayout.Space(10);
}))
}),
new GuiSection("Advanced", new List<ClickableElement>
{
new ChangeMainViewButton("File Watchers", (screen) =>
{
EditorGUILayout.HelpBox(
$@"Asset watches .cs files for changes. Unfortunately Unity's FileWatcher
implementation has some performance issues.
By default all project directories can be watched, you can adjust that here.
path - which directory to watch
filter - narrow down files to match filter, eg all *.cs files (*.cs)
includeSubdirectories - whether child directories should be watched as well
{FastScriptReloadManager.FileWatcherReplacementTokenForApplicationDataPath} - you can use that token and it'll be replaced with your /Assets folder"
, MessageType.Info);
EditorGUILayout.HelpBox("Recompile after making changes for file watchers to re-load.", MessageType.Warning);
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.FileWatcherSetupEntries);
}),
new ChangeMainViewButton("Exclude References", (screen) =>
{
EditorGUILayout.HelpBox(
$@"Asset pulls in all the references from changed assembly. If you're encountering some compilation errors relating to those - please use list below to exclude specific ones."
, MessageType.Info);
EditorGUILayout.HelpBox($@"By default asset removes ExCSS.Unity as it collides with the Tuple type. If you need that library in changed code - please remove from the list", MessageType.Warning);
ProductPreferenceBase.RenderGuiAndPersistInput(FastScriptReloadPreference.ReferencesExcludedFromHotReload);
})
}),
new GuiSection("Launch Demo", new List<ClickableElement>
{
launchSceneButton
})
};
}
private static readonly string RedirectBaseUrl = "https://immersivevrtools.com/redirect/fast-script-reload";
private static readonly GuiSection TopSection = CreateTopSectionButtons(RedirectBaseUrl);
protected static GuiSection CreateTopSectionButtons(string redirectBaseUrl)
{
return new GuiSection("Support", new List<ClickableElement>
{
new OpenUrlButton("Documentation", $"{redirectBaseUrl}/documentation"),
new OpenUrlButton("Discord", $"{redirectBaseUrl}/discord"),
new OpenUrlButton("Unity Forum", $"{redirectBaseUrl}/unity-forum"),
new OpenUrlButton("Contact", $"{redirectBaseUrl}/contact")
}
);
}
private static readonly GuiSection BottomSection = new GuiSection(
"I want to make this tool better. And I need your help!",
$"It'd be great if you could share your feedback (good and bad) with me. I'm very keen to make this tool better and that can only happen with your help. Please use:",
new List<ClickableElement>
{
new OpenUrlButton(" Unity Forum", $"{RedirectBaseUrl}/unity-forum"),
new OpenUrlButton(" or Write a Short Review", $"{RedirectBaseUrl}/asset-store-review"),
}
);
public override string WindowTitle { get; } = _WindowTitle;
public override Vector2 WindowSizePx { get; } = _WindowSizePx;
#if !LiveScriptReload_Enabled
[MenuItem("Window/Fast Script Reload/Start Screen", false, 1999)]
#endif
public static FastScriptReloadWelcomeScreen Init()
{
return OpenWindow<FastScriptReloadWelcomeScreen>(_WindowTitle, _WindowSizePx);
}
#if !LiveScriptReload_Enabled
[MenuItem("Window/Fast Script Reload/Force Reload", true, 1999)]
#endif
public static bool ForceReloadValidate()
{
return EditorApplication.isPlaying && (bool)FastScriptReloadPreference.EnableOnDemandReload.GetEditorPersistedValueOrDefault();
}
#if !LiveScriptReload_Enabled
[MenuItem("Window/Fast Script Reload/Force Reload", false, 1999)]
#endif
public static void ForceReload()
{
if (!(bool)FastScriptReloadPreference.EnableOnDemandReload.GetEditorPersistedValueOrDefault())
{
LoggerScoped.LogWarning("On demand hot reload is disabled, can't perform. You can enable it via 'Window -> Fast Script Reload -> Start Screen -> Reload -> Enable on demand reload'");
return;
}
FastScriptReloadManager.Instance.TriggerReloadForChangedFiles();
}
public void OnEnable()
{
OnEnableCommon(ProjectIconName);
}
public void OnGUI()
{
RenderGUI(LeftSections, TopSection, BottomSection, MainScrollViewSection);
}
protected static void CreateOpenFunctionLibraryOnRippleMethodButton()
{
if (GUILayout.Button("Open 'FunctionLibrary.cs'"))
{
var codeComponent = AssetDatabase.LoadAssetAtPath<MonoScript>(AssetDatabase.GUIDToAssetPath(AssetDatabase.FindAssets($"t:Script FunctionLibrary")[0]));
CodeEditorManager.GotoScript(codeComponent, "Ripple");
}
}
}
public class FastScriptReloadPreference : ProductPreferenceBase
{
public const string BuildSymbol_DetailedDebugLogging = "ImmersiveVrTools_DebugEnabled";
public const string ProductName = "Fast Script Reload";
private static string[] ProductKeywords = new[] { "productivity", "tools" };
public static readonly IntProjectEditorPreferenceDefinition BatchScriptChangesAndReloadEveryNSeconds = new IntProjectEditorPreferenceDefinition(
"Batch script changes and reload every N seconds", "BatchScriptChangesAndReloadEveryNSeconds", 1);
public static readonly ToggleProjectEditorPreferenceDefinition EnableAutoReloadForChangedFiles = new ToggleProjectEditorPreferenceDefinition(
"Enable auto Hot-Reload for changed files (in play mode)", "EnableAutoReloadForChangedFiles", true);
public static readonly ToggleProjectEditorPreferenceDefinition EnableOnDemandReload = new ToggleProjectEditorPreferenceDefinition(
"Enable on demand hot reload", "EnableOnDemandReload", false);
public static readonly ToggleProjectEditorPreferenceDefinition EnableExperimentalThisCallLimitationFix = new ToggleProjectEditorPreferenceDefinition(
"(Experimental) Enable method calls with 'this' as argument fix", "EnableExperimentalThisCallLimitationFix", true, (object newValue, object oldValue) =>
{
DynamicCompilationBase.EnableExperimentalThisCallLimitationFix = (bool)newValue;
},
(value) =>
{
DynamicCompilationBase.EnableExperimentalThisCallLimitationFix = (bool)value;
});
public static readonly StringListProjectEditorPreferenceDefinition FilesExcludedFromHotReload = new StringListProjectEditorPreferenceDefinition(
"Files excluded from Hot-Reload", "FilesExcludedFromHotReload", new List<string> {}, isReadonly: true);
public static readonly StringListProjectEditorPreferenceDefinition ReferencesExcludedFromHotReload = new StringListProjectEditorPreferenceDefinition(
"References to exclude from Hot-Reload", "ReferencesExcludedFromHotReload", new List<string>
{
"ExCSS.Unity.dll"
}, (newValue, oldValue) =>
{
DynamicCompilationBase.ReferencesExcludedFromHotReload = (List<string>)newValue;
},
(value) =>
{
DynamicCompilationBase.ReferencesExcludedFromHotReload = (List<string>)value;
});
public static readonly ToggleProjectEditorPreferenceDefinition LogHowToFixMessageOnCompilationError = new ToggleProjectEditorPreferenceDefinition(
"Log how to fix message on compilation error", "LogHowToFixMessageOnCompilationError", true, (object newValue, object oldValue) =>
{
DynamicCompilationBase.LogHowToFixMessageOnCompilationError = (bool)newValue;
},
(value) =>
{
DynamicCompilationBase.LogHowToFixMessageOnCompilationError = (bool)value;
}
);
public static readonly ToggleProjectEditorPreferenceDefinition DebugWriteRewriteReasonAsComment = new ToggleProjectEditorPreferenceDefinition(
"Write rewrite reason as comment in changed file", "DebugWriteRewriteReasonAsComment", false, (object newValue, object oldValue) =>
{
DynamicCompilationBase.DebugWriteRewriteReasonAsComment = (bool)newValue;
},
(value) =>
{
DynamicCompilationBase.DebugWriteRewriteReasonAsComment = (bool)value;
});
public static readonly ToggleProjectEditorPreferenceDefinition IsAutoOpenGeneratedSourceFileOnChangeEnabled = new ToggleProjectEditorPreferenceDefinition(
"Auto-open generated source file for debugging", "IsAutoOpenGeneratedSourceFileOnChangeEnabled", false);
public static readonly ToggleProjectEditorPreferenceDefinition StopShowingAutoReloadEnabledDialogBox = new ToggleProjectEditorPreferenceDefinition(
"Stop showing assets/script auto-reload enabled warning", "StopShowingAutoReloadEnabledDialogBox", false);
public static readonly ToggleProjectEditorPreferenceDefinition EnableDetailedDebugLogging = new ToggleProjectEditorPreferenceDefinition(
"Enable detailed debug logging", "EnableDetailedDebugLogging", false,
(object newValue, object oldValue) =>
{
BuildDefineSymbolManager.SetBuildDefineSymbolState(BuildSymbol_DetailedDebugLogging, (bool)newValue);
},
(value) =>
{
BuildDefineSymbolManager.SetBuildDefineSymbolState(BuildSymbol_DetailedDebugLogging, (bool)value);
}
);
public static readonly ToggleProjectEditorPreferenceDefinition IsDidFieldsOrPropertyCountChangedCheckDisabled = new ToggleProjectEditorPreferenceDefinition(
"Disable added/removed fields check", "IsDidFieldsOrPropertyCountChangedCheckDisabled", false,
(object newValue, object oldValue) =>
{
FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.IsDidFieldsOrPropertyCountChangedCheckDisabled = (bool)newValue;
},
(value) =>
{
FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.IsDidFieldsOrPropertyCountChangedCheckDisabled = (bool)value;
}
);
public static readonly ToggleProjectEditorPreferenceDefinition IsForceLockAssembliesViaCode = new ToggleProjectEditorPreferenceDefinition(
"Force prevent assembly reload during playmode", "IsForceLockAssembliesViaCode", false);
public static readonly JsonObjectListProjectEditorPreferenceDefinition<FileWatcherSetupEntry> FileWatcherSetupEntries = new JsonObjectListProjectEditorPreferenceDefinition<FileWatcherSetupEntry>(
"File Watchers Setup", "FileWatcherSetupEntries", new List<string>
{
JsonUtility.ToJson(new FileWatcherSetupEntry("<Application.dataPath>", "*.cs", true))
},
() => new FileWatcherSetupEntry("<Application.dataPath>", "*.cs", true)
);
public static readonly ToggleProjectEditorPreferenceDefinition EnableExperimentalAddedFieldsSupport = new ToggleProjectEditorPreferenceDefinition(
"(Experimental) Enable runtime added field support", "EnableExperimentalAddedFieldsSupport", true,
(object newValue, object oldValue) =>
{
FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.EnableExperimentalAddedFieldsSupport = (bool)newValue;
},
(value) =>
{
FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.EnableExperimentalAddedFieldsSupport = (bool)value;
});
public static readonly ToggleProjectEditorPreferenceDefinition EnableExperimentalEditorHotReloadSupport = new ToggleProjectEditorPreferenceDefinition(
"(Experimental) Enable Hot-Reload outside of play mode", "EnableExperimentalEditorHotReloadSupport", false);
//TODO: potentially that's just a normal settings (also in playmode) - but in playmode user is unlikely to make this many changes
public static readonly IntProjectEditorPreferenceDefinition TriggerDomainReloadIfOverNDynamicallyLoadedAssembles = new IntProjectEditorPreferenceDefinition(
"Trigger full domain reload after N hot-reloads (when not in play mode)", "TriggerDomainReloadIfOverNDynamicallyLoadedAssembles", 50);
public static void SetCommonMaterialsShader(ShadersMode newShaderModeValue)
{
var rootToolFolder = AssetPathResolver.GetAssetFolderPathRelativeToScript(ScriptableObject.CreateInstance(typeof(FastScriptReloadWelcomeScreen)), 1);
if (rootToolFolder.Contains("/Scripts"))
{
rootToolFolder = rootToolFolder.Replace("/Scripts", ""); //if nested remove that and go higher level
}
var assets = AssetDatabase.FindAssets("t:Material Point", new[] { rootToolFolder });
try
{
Shader shaderToUse = null;
switch (newShaderModeValue)
{
case ShadersMode.HDRP: shaderToUse = Shader.Find("Shader Graphs/Point URP"); break;
case ShadersMode.URP: shaderToUse = Shader.Find("Shader Graphs/Point URP"); break;
case ShadersMode.Surface: shaderToUse = Shader.Find("Graph/Point Surface"); break;
default:
throw new ArgumentOutOfRangeException();
}
foreach (var guid in assets)
{
var material = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guid));
if (material.shader.name != shaderToUse.name)
{
material.shader = shaderToUse;
}
}
}
catch (Exception ex)
{
LoggerScoped.LogWarning($"Shader does not exist: {ex.Message}");
}
}
public static List<ProjectEditorPreferenceDefinitionBase> PreferenceDefinitions = new List<ProjectEditorPreferenceDefinitionBase>()
{
CreateDefaultShowOptionPreferenceDefinition(),
BatchScriptChangesAndReloadEveryNSeconds,
EnableAutoReloadForChangedFiles,
EnableExperimentalThisCallLimitationFix,
LogHowToFixMessageOnCompilationError,
StopShowingAutoReloadEnabledDialogBox,
IsDidFieldsOrPropertyCountChangedCheckDisabled,
FileWatcherSetupEntries,
IsAutoOpenGeneratedSourceFileOnChangeEnabled,
EnableExperimentalAddedFieldsSupport,
ReferencesExcludedFromHotReload,
EnableExperimentalEditorHotReloadSupport,
TriggerDomainReloadIfOverNDynamicallyLoadedAssembles,
IsForceLockAssembliesViaCode
};
private static bool PrefsLoaded = false;
#if !LiveScriptReload_Enabled
#if UNITY_2019_1_OR_NEWER
[SettingsProvider]
public static SettingsProvider ImpostorsSettings()
{
return GenerateProvider(ProductName, ProductKeywords, PreferencesGUI);
}
#else
[PreferenceItem(ProductName)]
#endif
#endif
public static void PreferencesGUI()
{
if (!PrefsLoaded)
{
LoadDefaults(PreferenceDefinitions);
PrefsLoaded = true;
}
RenderGuiCommon(PreferenceDefinitions);
}
public enum ShadersMode
{
HDRP,
URP,
Surface
}
}
#if !LiveScriptReload_Enabled
[InitializeOnLoad]
#endif
public class FastScriptReloadWelcomeScreenInitializer : WelcomeScreenInitializerBase
{
#if !LiveScriptReload_Enabled
static FastScriptReloadWelcomeScreenInitializer()
{
var userId = ProductPreferenceBase.CreateDefaultUserIdDefinition(FastScriptReloadWelcomeScreen.ProjectName).GetEditorPersistedValueOrDefault().ToString();
HandleUnityStartup(
() => FastScriptReloadWelcomeScreen.Init(),
FastScriptReloadWelcomeScreen.GenerateGetUpdatesUrl(userId, FastScriptReloadWelcomeScreen.VersionId),
new List<ProjectEditorPreferenceDefinitionBase>(),
(isFirstRun) =>
{
AutoDetectAndSetShaderMode();
}
);
InitCommon();
}
#endif
protected static void InitCommon()
{
DisplayMessageIfLastDetourPotentiallyCrashedEditor();
EnsureUserAwareOfAutoRefresh();
DynamicCompilationBase.LogHowToFixMessageOnCompilationError = (bool)FastScriptReloadPreference.LogHowToFixMessageOnCompilationError.GetEditorPersistedValueOrDefault();
DynamicCompilationBase.DebugWriteRewriteReasonAsComment = (bool)FastScriptReloadPreference.DebugWriteRewriteReasonAsComment.GetEditorPersistedValueOrDefault();
DynamicCompilationBase.ReferencesExcludedFromHotReload = (List<string>)FastScriptReloadPreference.ReferencesExcludedFromHotReload.GetElements();
FastScriptReloadManager.Instance.AssemblyChangesLoaderEditorOptionsNeededInBuild.UpdateValues(
(bool)FastScriptReloadPreference.IsDidFieldsOrPropertyCountChangedCheckDisabled.GetEditorPersistedValueOrDefault(),
(bool)FastScriptReloadPreference.EnableExperimentalAddedFieldsSupport.GetEditorPersistedValueOrDefault()
);
BuildDefineSymbolManager.SetBuildDefineSymbolState(FastScriptReloadPreference.BuildSymbol_DetailedDebugLogging,
(bool)FastScriptReloadPreference.EnableDetailedDebugLogging.GetEditorPersistedValueOrDefault()
);
}
private static void EnsureUserAwareOfAutoRefresh()
{
var autoRefreshMode = (AssetPipelineAutoRefreshMode)EditorPrefs.GetInt("kAutoRefreshMode", EditorPrefs.GetBool("kAutoRefresh") ? 1 : 0);
if (autoRefreshMode != AssetPipelineAutoRefreshMode.Enabled)
return;
if ((bool)FastScriptReloadPreference.IsForceLockAssembliesViaCode.GetEditorPersistedValueOrDefault())
return;
LoggerScoped.LogWarning("Fast Script Reload - asset auto refresh enabled - full reload will be triggered unless editor preference adjusted - see documentation for more details.");
if ((bool)FastScriptReloadPreference.StopShowingAutoReloadEnabledDialogBox.GetEditorPersistedValueOrDefault())
return;
var chosenOption = EditorUtility.DisplayDialogComplex("Fast Script Reload - Warning",
"Auto reload for assets/scripts is enabled." +
$"\n\nThis means any change made in playmode will likely trigger full recompile." +
$"\r\n\r\nIt's an editor setting and can be adjusted at any time via Edit -> Preferences -> Asset Pipeline -> Auto Refresh" +
$"\r\n\r\nI can also adjust that for you now - that means you'll need to manually load changes (outside of playmode) via Assets -> Refresh (CTRL + R)." +
$"\r\n\r\nIn some editor versions you can also set script compilation to happen outside of playmode and don't have to manually refresh. " +
$"\r\n\r\nDepending on version you'll find it via: " +
$"\r\n1) Edit -> Preferences -> General -> Script Changes While Playing -> Recompile After Finished Playing." +
$"\r\n2) Edit -> Preferences -> Asset Pipeline -> Auto Refresh -> Enabled Outside Playmode",
"Ok, disable asset auto refresh (I'll refresh manually when needed)",
"No, don't change (stop showing this message)",
"No, don't change"
);
switch (chosenOption)
{
// change.
case 0:
EditorPrefs.SetInt("kAutoRefreshMode", (int)AssetPipelineAutoRefreshMode.Disabled);
EditorPrefs.SetInt("kAutoRefresh", 0); //older unity versions
break;
// don't change and stop showing message.
case 1:
FastScriptReloadPreference.StopShowingAutoReloadEnabledDialogBox.SetEditorPersistedValue(true);
break;
// don't change
case 2:
break;
default:
LoggerScoped.LogError("Unrecognized option.");
break;
}
}
//copied from internal UnityEditor.AssetPipelineAutoRefreshMode
internal enum AssetPipelineAutoRefreshMode
{
Disabled,
Enabled,
EnabledOutsidePlaymode,
}
private static void DisplayMessageIfLastDetourPotentiallyCrashedEditor()
{
const string firstInitSessionKey = "FastScriptReloadWelcomeScreenInitializer_FirstInitDone";
if (!SessionState.GetBool(firstInitSessionKey, false))
{
SessionState.SetBool(firstInitSessionKey, true);
var lastDetour = DetourCrashHandler.RetrieveLastDetour();
if (!string.IsNullOrEmpty(lastDetour))
{
EditorUtility.DisplayDialog("Fast Script Reload",
$@"That's embarrassing!
It seems like I've crashed your editor, sorry!
Last detoured method was: '{lastDetour}'
If this happens again, please reach out via support and we'll sort it out.
In the meantime, you can exclude any file from Hot-Reload by
1) right-clicking on .cs file in Project menu
2) Fast Script Reload
3) Add Hot-Reload Exclusion
", "Ok");
DetourCrashHandler.ClearDetourLog();
}
}
}
protected static void AutoDetectAndSetShaderMode()
{
var usedShaderMode = FastScriptReloadPreference.ShadersMode.Surface;
var renderPipelineAsset = GraphicsSettings.renderPipelineAsset;
if (renderPipelineAsset == null)
{
usedShaderMode = FastScriptReloadPreference.ShadersMode.Surface;
}
else if (renderPipelineAsset.GetType().Name.Contains("HDRenderPipelineAsset"))
{
usedShaderMode = FastScriptReloadPreference.ShadersMode.HDRP;
}
else if (renderPipelineAsset.GetType().Name.Contains("UniversalRenderPipelineAsset"))
{
usedShaderMode = FastScriptReloadPreference.ShadersMode.URP;
}
FastScriptReloadPreference.SetCommonMaterialsShader(usedShaderMode);
}
}
}

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@@ -0,0 +1,36 @@
using System;
using System.Collections.Generic;
using ImmersiveVRTools.Editor.Common.WelcomeScreen.PreferenceDefinition;
namespace FastScriptReload.Editor
{
[Serializable]
public class FileWatcherSetupEntry: JsonObjectListSerializable<FileWatcherSetupEntry>
{
public string path;
public string filter;
public bool includeSubdirectories;
public FileWatcherSetupEntry(string path, string filter, bool includeSubdirectories)
{
this.path = path;
this.filter = filter;
this.includeSubdirectories = includeSubdirectories;
}
[Obsolete("Serialization required")]
public FileWatcherSetupEntry()
{
}
public override List<IJsonObjectRepresentationRenderingInfo> GenerateRenderingInfo()
{
return new List<IJsonObjectRepresentationRenderingInfo>
{
new JsonObjectRepresentationStringRenderingInfo<FileWatcherSetupEntry>("Path", (e) => e.path, (o, val) => o.path = val, 230),
new JsonObjectRepresentationStringRenderingInfo<FileWatcherSetupEntry>("Filter", (e) => e.filter, (o, val) => o.filter = val, 100),
new JsonObjectRepresentationBoolRenderingInfo<FileWatcherSetupEntry>("Include Subdirectories", (e) => e.includeSubdirectories, (o, val) => o.includeSubdirectories = val, 145),
};
}
}
}

View File

@@ -0,0 +1,126 @@
using System;
using System.Collections.Generic;
using FastScriptReload.Editor.Compilation.CodeRewriting;
using FastScriptReload.Runtime;
using FastScriptReload.Scripts.Runtime;
using HarmonyLib;
using ImmersiveVRTools.Editor.Common.Utilities;
using UnityEditor;
using UnityEngine;
namespace FastScriptReload.Editor.NewFields
{
[InitializeOnLoad]
public class NewFieldsRendererDefaultEditorPatch
{
private static List<string> _cachedKeys = new List<string>();
static NewFieldsRendererDefaultEditorPatch()
{
if ((bool)FastScriptReloadPreference.EnableExperimentalAddedFieldsSupport.GetEditorPersistedValueOrDefault())
{
var harmony = new Harmony(nameof(NewFieldsRendererDefaultEditorPatch));
var renderAdditionalFieldsOnOptimizedGuiPostfix = AccessTools.Method(typeof(NewFieldsRendererDefaultEditorPatch), nameof(OnOptimizedInspectorGUI));
var noCustomEditorOriginalRenderingMethdod = AccessTools.Method("UnityEditor.GenericInspector:OnOptimizedInspectorGUI");
harmony.Patch(noCustomEditorOriginalRenderingMethdod, postfix: new HarmonyMethod(renderAdditionalFieldsOnOptimizedGuiPostfix));
var renderAdditionalFieldsDrawDefaultInspectorPostfix = AccessTools.Method(typeof(NewFieldsRendererDefaultEditorPatch), nameof(DrawDefaultInspector));
var customEditorRenderingMethod = AccessTools.Method("UnityEditor.Editor:DrawDefaultInspector");
harmony.Patch(customEditorRenderingMethod, postfix: new HarmonyMethod(renderAdditionalFieldsDrawDefaultInspectorPostfix));
}
}
private static void OnOptimizedInspectorGUI(Rect contentRect, UnityEditor.Editor __instance)
{
RenderNewlyAddedFields(__instance);
}
private static void DrawDefaultInspector(UnityEditor.Editor __instance)
{
RenderNewlyAddedFields(__instance);
}
private static void RenderNewlyAddedFields(UnityEditor.Editor __instance)
{
//TODO: perf optimize, this will be used for many types, perhaps keep which types changed and just pass type?
if (__instance.target)
{
if (TemporaryNewFieldValues.TryGetDynamicallyAddedFieldValues(__instance.target, out var addedFieldValues))
{
EditorGUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("[FSR] Dynamically Added Fields:");
GuiTooltipHelper.AddHelperTooltip("Fields were dynamically added for hot-reload, you can adjust their values and on full reload they'll disappear from this section and move back to main one.");
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
try
{
_cachedKeys.AddRange(addedFieldValues.Keys); //otherwise collection changed exception can happen
var newFieldNameToGetTypeFn = CreateNewFieldInitMethodRewriter.ResolveNewFieldsToTypeFn(
AssemblyChangesLoader.Instance.GetRedirectedType(__instance.target.GetType())
);
if(newFieldNameToGetTypeFn.Count == 0)
return;
foreach (var addedFieldValueKey in _cachedKeys)
{
var newFieldType = (Type)newFieldNameToGetTypeFn[addedFieldValueKey]();
//rendering types come from UnityEditor.EditorGUI.DefaultPropertyField - that should handle all cases that editor can render
if (newFieldType == typeof(int)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.IntField(addedFieldValueKey, (int)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(bool)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.Toggle(addedFieldValueKey, (bool)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(float)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.FloatField(addedFieldValueKey, (float)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(string)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.TextField(addedFieldValueKey, (string)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Color)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.ColorField(addedFieldValueKey, (Color)addedFieldValues[addedFieldValueKey]);
//TODO: SerializedPropertyType.LayerMask
else if (newFieldType == typeof(Enum)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.EnumPopup(addedFieldValueKey, (Enum)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Vector2)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.Vector2Field(addedFieldValueKey, (Vector2)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Vector3)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.Vector3Field(addedFieldValueKey, (Vector3)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Vector4)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.Vector4Field(addedFieldValueKey, (Vector4)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Rect)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.RectField(addedFieldValueKey, (Rect)addedFieldValues[addedFieldValueKey]);
//TODO: SerializedPropertyType.ArraySize
//TODO: SerializedPropertyType.Character
// else if (existingValueType == typeof(char)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.TextField(addedFieldValueKey, (char)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(AnimationCurve)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.CurveField(addedFieldValueKey, (AnimationCurve)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Bounds)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.BoundsField(addedFieldValueKey, (Bounds)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Gradient)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.GradientField(addedFieldValueKey, (Gradient)addedFieldValues[addedFieldValueKey]);
//TODO: SerializedPropertyType.FixedBufferSize
else if (newFieldType == typeof(Vector2Int)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.Vector2IntField(addedFieldValueKey, (Vector2Int)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(Vector3Int)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.Vector3IntField(addedFieldValueKey, (Vector3Int)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(RectInt)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.RectIntField(addedFieldValueKey, (RectInt)addedFieldValues[addedFieldValueKey]);
else if (newFieldType == typeof(BoundsInt)) addedFieldValues[addedFieldValueKey] = EditorGUILayout.BoundsIntField(addedFieldValueKey, (BoundsInt)addedFieldValues[addedFieldValueKey]);
//TODO: SerializedPropertyType.Hash128
else if (newFieldType == typeof(Quaternion))
{
//Quaternions are rendered as euler angles in editor
addedFieldValues[addedFieldValueKey] = Quaternion.Euler(EditorGUILayout.Vector3Field(addedFieldValueKey, ((Quaternion)addedFieldValues[addedFieldValueKey]).eulerAngles));
}
else if (typeof(UnityEngine.Object).IsAssignableFrom(newFieldType))
{
addedFieldValues[addedFieldValueKey] = EditorGUILayout.ObjectField(new GUIContent(addedFieldValueKey), (UnityEngine.Object)addedFieldValues[addedFieldValueKey], newFieldType, __instance.target);
}
else
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField($"{newFieldType.Name} - Unable to render");
GuiTooltipHelper.AddHelperTooltip(
$"Unable to handle added-field rendering for type: {newFieldType.Name}, it won't be rendered. Best workaround is to not add this type dynamically in current version.");
EditorGUILayout.EndHorizontal();
}
}
}
finally
{
_cachedKeys.Clear();
}
}
}
}
}
}