Add example Unity Project

This commit is contained in:
Michał Gdula 2023-04-26 01:55:33 +01:00
parent fda7ff28dd
commit e3acdb9d6b
7122 changed files with 505543 additions and 2 deletions

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using System.Runtime.CompilerServices;
[assembly:InternalsVisibleTo("Unity.VisualStudio.EditorTests")]
[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]

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fileFormatVersion: 2
guid: d791d407901442e49862d3aa783ce8af
timeCreated: 1602756877

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Threading;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class AsyncOperation<T>
{
private readonly Func<T> _producer;
private readonly ManualResetEventSlim _resetEvent;
private T _result;
private Exception _exception;
private AsyncOperation(Func<T> producer)
{
_producer = producer;
_resetEvent = new ManualResetEventSlim(initialState: false);
}
public static AsyncOperation<T> Run(Func<T> producer)
{
var task = new AsyncOperation<T>(producer);
task.Run();
return task;
}
private void Run()
{
ThreadPool.QueueUserWorkItem(_ =>
{
try
{
_result = _producer();
}
catch (Exception e)
{
_exception = e;
}
finally
{
_resetEvent.Set();
}
});
}
private void CheckCompletion()
{
if (!_resetEvent.IsSet)
_resetEvent.Wait();
}
public T Result
{
get
{
CheckCompletion();
return _result;
}
}
public Exception Exception
{
get
{
CheckCompletion();
return _exception;
}
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Linq;
using Unity.CodeEditor;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal static class Cli
{
internal static void Log(string message)
{
// Use writeline here, instead of UnityEngine.Debug.Log to not include the stacktrace in the editor.log
Console.WriteLine($"[VisualStudio.Editor.{nameof(Cli)}] {message}");
}
internal static string GetInstallationDetails(IVisualStudioInstallation installation)
{
return $"{installation.ToCodeEditorInstallation().Name} Path:{installation.Path}, LanguageVersionSupport:{installation.LatestLanguageVersionSupported} AnalyzersSupport:{installation.SupportsAnalyzers}";
}
internal static void GenerateSolutionWith(VisualStudioEditor vse, string installationPath)
{
if (vse != null && vse.TryGetVisualStudioInstallationForPath(installationPath, searchInstallations: true, out var vsi))
{
Log($"Using {GetInstallationDetails(vsi)}");
vse.SyncAll();
}
else
{
Log($"No Visual Studio installation found in ${installationPath}!");
}
}
internal static void GenerateSolution()
{
if (CodeEditor.CurrentEditor is VisualStudioEditor vse)
{
Log($"Using default editor settings for Visual Studio installation");
GenerateSolutionWith(vse, CodeEditor.CurrentEditorInstallation);
}
else
{
Log($"Visual Studio is not set as your default editor, looking for installations");
try
{
var installations = Discovery
.GetVisualStudioInstallations()
.Cast<VisualStudioInstallation>()
.OrderByDescending(vsi => !vsi.IsPrerelease)
.ThenBy(vsi => vsi.Version)
.ToArray();
foreach(var vsi in installations)
{
Log($"Detected {GetInstallationDetails(vsi)}");
}
var installation = installations
.FirstOrDefault();
if (installation != null)
{
var current = CodeEditor.CurrentEditorInstallation;
try
{
CodeEditor.SetExternalScriptEditor(installation.Path);
GenerateSolutionWith(CodeEditor.CurrentEditor as VisualStudioEditor, installation.Path);
}
finally
{
CodeEditor.SetExternalScriptEditor(current);
}
} else
{
Log($"No Visual Studio installation found!");
}
}
catch (Exception ex)
{
Log($"Error detecting Visual Studio installations: {ex}");
}
}
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text.RegularExpressions;
using System.Linq;
using UnityEngine;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal static class Discovery
{
internal const string ManagedWorkload = "Microsoft.VisualStudio.Workload.ManagedGame";
internal static string _vsWherePath;
public static void FindVSWhere()
{
_vsWherePath = FileUtility.GetPackageAssetFullPath("Editor", "VSWhere", "vswhere.exe");
}
public static IEnumerable<IVisualStudioInstallation> GetVisualStudioInstallations()
{
if (VisualStudioEditor.IsWindows)
{
foreach (var installation in QueryVsWhere())
yield return installation;
}
if (VisualStudioEditor.IsOSX)
{
var candidates = Directory.EnumerateDirectories("/Applications", "*.app");
foreach (var candidate in candidates)
{
if (TryDiscoverInstallation(candidate, out var installation))
yield return installation;
}
}
}
private static bool IsCandidateForDiscovery(string path)
{
if (File.Exists(path) && VisualStudioEditor.IsWindows && Regex.IsMatch(path, "devenv.exe$", RegexOptions.IgnoreCase))
return true;
if (Directory.Exists(path) && VisualStudioEditor.IsOSX && Regex.IsMatch(path, "Visual\\s?Studio(?!.*Code.*).*.app$", RegexOptions.IgnoreCase))
return true;
return false;
}
public static bool TryDiscoverInstallation(string editorPath, out IVisualStudioInstallation installation)
{
installation = null;
if (string.IsNullOrEmpty(editorPath))
return false;
if (!IsCandidateForDiscovery(editorPath))
return false;
// On windows we use the executable directly, so we can query extra information
var fvi = editorPath;
// On Mac we use the .app folder, so we need to access to main assembly
if (VisualStudioEditor.IsOSX)
{
fvi = Path.Combine(editorPath, "Contents/Resources/lib/monodevelop/bin/VisualStudio.exe");
if (!File.Exists(fvi))
fvi = Path.Combine(editorPath, "Contents/MonoBundle/VisualStudio.exe");
if (!File.Exists(fvi))
fvi = Path.Combine(editorPath, "Contents/MonoBundle/VisualStudio.dll");
}
if (!File.Exists(fvi))
return false;
// VS preview are not using the isPrerelease flag so far
// On Windows FileDescription contains "Preview", but not on Mac
var vi = FileVersionInfo.GetVersionInfo(fvi);
var version = new Version(vi.ProductVersion);
var isPrerelease = vi.IsPreRelease || string.Concat(editorPath, "/" + vi.FileDescription).ToLower().Contains("preview");
installation = new VisualStudioInstallation()
{
IsPrerelease = isPrerelease,
Name = $"{vi.FileDescription}{(isPrerelease && VisualStudioEditor.IsOSX ? " Preview" : string.Empty)} [{version.ToString(3)}]",
Path = editorPath,
Version = version
};
return true;
}
#region VsWhere Json Schema
#pragma warning disable CS0649
[Serializable]
internal class VsWhereResult
{
public VsWhereEntry[] entries;
public static VsWhereResult FromJson(string json)
{
return JsonUtility.FromJson<VsWhereResult>("{ \"" + nameof(VsWhereResult.entries) + "\": " + json + " }");
}
public IEnumerable<VisualStudioInstallation> ToVisualStudioInstallations()
{
foreach (var entry in entries)
{
yield return new VisualStudioInstallation()
{
Name = $"{entry.displayName} [{entry.catalog.productDisplayVersion}]",
Path = entry.productPath,
IsPrerelease = entry.isPrerelease,
Version = Version.Parse(entry.catalog.buildVersion)
};
}
}
}
[Serializable]
internal class VsWhereEntry
{
public string displayName;
public bool isPrerelease;
public string productPath;
public VsWhereCatalog catalog;
}
[Serializable]
internal class VsWhereCatalog
{
public string productDisplayVersion; // non parseable like "16.3.0 Preview 3.0"
public string buildVersion;
}
#pragma warning restore CS3021
#endregion
private static IEnumerable<VisualStudioInstallation> QueryVsWhere()
{
var progpath = _vsWherePath;
if (string.IsNullOrWhiteSpace(progpath))
return Enumerable.Empty<VisualStudioInstallation>();
var process = new Process
{
StartInfo = new ProcessStartInfo
{
FileName = progpath,
Arguments = "-prerelease -format json -utf8",
UseShellExecute = false,
CreateNoWindow = true,
RedirectStandardOutput = true,
RedirectStandardError = true,
}
};
using (process)
{
var json = string.Empty;
process.OutputDataReceived += (o, e) => json += e.Data;
process.Start();
process.BeginOutputReadLine();
process.WaitForExit();
var result = VsWhereResult.FromJson(json);
return result.ToVisualStudioInstallations();
}
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
using UnityEngine;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal static class FileUtility
{
public const char WinSeparator = '\\';
public const char UnixSeparator = '/';
public static string GetPackageAssetFullPath(params string[] components)
{
// Unity has special IO handling of Packages and will resolve those path to the right package location
return Path.GetFullPath(Path.Combine("Packages", "com.unity.ide.visualstudio", Path.Combine(components)));
}
public static string GetAssetFullPath(string asset)
{
var basePath = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
return Path.GetFullPath(Path.Combine(basePath, NormalizePathSeparators(asset)));
}
public static string NormalizePathSeparators(this string path)
{
if (string.IsNullOrEmpty(path))
return path;
if (Path.DirectorySeparatorChar == WinSeparator)
path = path.Replace(UnixSeparator, WinSeparator);
if (Path.DirectorySeparatorChar == UnixSeparator)
path = path.Replace(WinSeparator, UnixSeparator);
return path.Replace(string.Concat(WinSeparator, WinSeparator), WinSeparator.ToString());
}
public static string NormalizeWindowsToUnix(this string path)
{
if (string.IsNullOrEmpty(path))
return path;
return path.Replace(WinSeparator, UnixSeparator);
}
internal static bool IsFileInProjectRootDirectory(string fileName)
{
var relative = MakeRelativeToProjectPath(fileName);
if (string.IsNullOrEmpty(relative))
return false;
return relative == Path.GetFileName(relative);
}
public static string MakeAbsolutePath(this string path)
{
if (string.IsNullOrEmpty(path)) { return string.Empty; }
return Path.IsPathRooted(path) ? path : Path.GetFullPath(path);
}
// returns null if outside of the project scope
internal static string MakeRelativeToProjectPath(string fileName)
{
var basePath = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
fileName = NormalizePathSeparators(fileName);
if (!Path.IsPathRooted(fileName))
fileName = Path.Combine(basePath, fileName);
if (!fileName.StartsWith(basePath, StringComparison.OrdinalIgnoreCase))
return null;
return fileName
.Substring(basePath.Length)
.Trim(Path.DirectorySeparatorChar);
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
namespace Microsoft.Unity.VisualStudio.Editor
{
public sealed class Image : IDisposable
{
long position;
Stream stream;
Image(Stream stream)
{
this.stream = stream;
this.position = stream.Position;
this.stream.Position = 0;
}
bool Advance(int length)
{
if (stream.Position + length >= stream.Length)
return false;
stream.Seek(length, SeekOrigin.Current);
return true;
}
bool MoveTo(uint position)
{
if (position >= stream.Length)
return false;
stream.Position = position;
return true;
}
void IDisposable.Dispose()
{
stream.Position = position;
}
ushort ReadUInt16()
{
return (ushort)(stream.ReadByte()
| (stream.ReadByte() << 8));
}
uint ReadUInt32()
{
return (uint)(stream.ReadByte()
| (stream.ReadByte() << 8)
| (stream.ReadByte() << 16)
| (stream.ReadByte() << 24));
}
bool IsManagedAssembly()
{
if (stream.Length < 318)
return false;
if (ReadUInt16() != 0x5a4d)
return false;
if (!Advance(58))
return false;
if (!MoveTo(ReadUInt32()))
return false;
if (ReadUInt32() != 0x00004550)
return false;
if (!Advance(20))
return false;
if (!Advance(ReadUInt16() == 0x20b ? 222 : 206))
return false;
return ReadUInt32() != 0;
}
public static bool IsAssembly(string file)
{
if (file == null)
throw new ArgumentNullException("file");
using (var stream = new FileStream(file, FileMode.Open, FileAccess.Read, FileShare.Read))
return IsAssembly(stream);
}
public static bool IsAssembly(Stream stream)
{
if (stream == null)
throw new ArgumentNullException(nameof(stream));
if (!stream.CanRead)
throw new ArgumentException(nameof(stream));
if (!stream.CanSeek)
throw new ArgumentException(nameof(stream));
using (var image = new Image(stream))
return image.IsManagedAssembly();
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
namespace Microsoft.Unity.VisualStudio.Editor
{
internal static class KnownAssemblies
{
public const string Bridge = "SyntaxTree.VisualStudio.Unity.Bridge";
public const string Messaging = "SyntaxTree.VisualStudio.Unity.Messaging";
public const string UnityVS = "UnityVS.VersionSpecific";
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.IO;
using System.Text;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class Deserializer
{
private readonly BinaryReader _reader;
public Deserializer(byte[] buffer)
{
_reader = new BinaryReader(new MemoryStream(buffer));
}
public int ReadInt32()
{
return _reader.ReadInt32();
}
public string ReadString()
{
var length = ReadInt32();
return length > 0
? Encoding.UTF8.GetString(_reader.ReadBytes(length))
: "";
}
public bool CanReadMore()
{
return _reader.BaseStream.Position < _reader.BaseStream.Length;
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class ExceptionEventArgs
{
public Exception Exception { get; }
public ExceptionEventArgs(Exception exception)
{
Exception = exception;
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.Globalization;
using System.Net;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class Message
{
public MessageType Type { get; set; }
public string Value { get; set; }
public IPEndPoint Origin { get; set; }
public override string ToString()
{
return string.Format(CultureInfo.InvariantCulture, "<Message type:{0} value:{1}>", Type, Value);
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class MessageEventArgs
{
public Message Message
{
get;
}
public MessageEventArgs(Message message)
{
Message = message;
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal enum MessageType
{
None = 0,
Ping,
Pong,
Play,
Stop,
Pause,
Unpause,
Build,
Refresh,
Info,
Error,
Warning,
Open,
Opened,
Version,
UpdatePackage,
ProjectPath,
// This message is a technical one for big messages, not intended to be used directly
Tcp,
RunStarted,
RunFinished,
TestStarted,
TestFinished,
TestListRetrieved,
RetrieveTestList,
ExecuteTests,
ShowUsage
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Net;
using System.Net.Sockets;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class Messager : IDisposable
{
public event EventHandler<MessageEventArgs> ReceiveMessage;
public event EventHandler<ExceptionEventArgs> MessagerException;
private readonly UdpSocket _socket;
private readonly object _disposeLock = new object();
private bool _disposed;
#if UNITY_EDITOR_WIN
[System.Runtime.InteropServices.DllImport("kernel32.dll", SetLastError = true)]
private static extern bool SetHandleInformation(IntPtr hObject, HandleFlags dwMask, HandleFlags dwFlags);
[Flags]
private enum HandleFlags: uint
{
None = 0,
Inherit = 1,
ProtectFromClose = 2
}
#endif
protected Messager(int port)
{
_socket = new UdpSocket();
_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ExclusiveAddressUse, false);
_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
#if UNITY_EDITOR_WIN
// Explicitely disable inheritance for our UDP socket handle
// We found that Unity is creating a fork when importing new assets that can clone our socket
SetHandleInformation(_socket.Handle, HandleFlags.Inherit, HandleFlags.None);
#endif
_socket.Bind(IPAddress.Any, port);
BeginReceiveMessage();
}
private void BeginReceiveMessage()
{
var buffer = new byte[UdpSocket.BufferSize];
var any = UdpSocket.Any();
try
{
lock (_disposeLock)
{
if (_disposed)
return;
_socket.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref any, ReceiveMessageCallback, buffer);
}
}
catch (SocketException se)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(se));
BeginReceiveMessage();
}
catch (ObjectDisposedException)
{
}
}
private void ReceiveMessageCallback(IAsyncResult result)
{
try
{
var endPoint = UdpSocket.Any();
lock (_disposeLock)
{
if (_disposed)
return;
_socket.EndReceiveFrom(result, ref endPoint);
}
var message = DeserializeMessage(UdpSocket.BufferFor(result));
if (message != null)
{
message.Origin = (IPEndPoint)endPoint;
if (IsValidTcpMessage(message, out var port, out var bufferSize))
{
// switch to TCP mode to handle big messages
TcpClient.Queue(message.Origin.Address, port, bufferSize, buffer =>
{
var originalMessage = DeserializeMessage(buffer);
originalMessage.Origin = message.Origin;
ReceiveMessage?.Invoke(this, new MessageEventArgs(originalMessage));
});
}
else
{
ReceiveMessage?.Invoke(this, new MessageEventArgs(message));
}
}
}
catch (ObjectDisposedException)
{
return;
}
catch (Exception e)
{
RaiseMessagerException(e);
}
BeginReceiveMessage();
}
private static bool IsValidTcpMessage(Message message, out int port, out int bufferSize)
{
port = 0;
bufferSize = 0;
if (message.Value == null)
return false;
if (message.Type != MessageType.Tcp)
return false;
var parts = message.Value.Split(':');
if (parts.Length != 2)
return false;
if (!int.TryParse(parts[0], out port))
return false;
return int.TryParse(parts[1], out bufferSize);
}
private void RaiseMessagerException(Exception e)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(e));
}
private static Message MessageFor(MessageType type, string value)
{
return new Message { Type = type, Value = value };
}
public void SendMessage(IPEndPoint target, MessageType type, string value = "")
{
var message = MessageFor(type, value);
var buffer = SerializeMessage(message);
try
{
lock (_disposeLock)
{
if (_disposed)
return;
if (buffer.Length >= UdpSocket.BufferSize)
{
// switch to TCP mode to handle big messages
var port = TcpListener.Queue(buffer);
if (port > 0)
{
// success, replace original message with "switch to tcp" marker + port information + buffer length
message = MessageFor(MessageType.Tcp, string.Concat(port, ':', buffer.Length));
buffer = SerializeMessage(message);
}
}
_socket.BeginSendTo(buffer, 0, Math.Min(buffer.Length, UdpSocket.BufferSize), SocketFlags.None, target, SendMessageCallback, null);
}
}
catch (SocketException se)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(se));
}
}
private void SendMessageCallback(IAsyncResult result)
{
try
{
lock (_disposeLock)
{
if (_disposed)
return;
_socket.EndSendTo(result);
}
}
catch (SocketException se)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(se));
}
catch (ObjectDisposedException)
{
}
}
private static byte[] SerializeMessage(Message message)
{
var serializer = new Serializer();
serializer.WriteInt32((int)message.Type);
serializer.WriteString(message.Value);
return serializer.Buffer();
}
private static Message DeserializeMessage(byte[] buffer)
{
if (buffer.Length < 4)
return null;
var deserializer = new Deserializer(buffer);
var type = (MessageType)deserializer.ReadInt32();
var value = deserializer.ReadString();
return new Message { Type = type, Value = value };
}
public static Messager BindTo(int port)
{
return new Messager(port);
}
public void Dispose()
{
lock (_disposeLock)
{
_disposed = true;
_socket.Close();
}
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.IO;
using System.Text;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class Serializer
{
private readonly MemoryStream _stream;
private readonly BinaryWriter _writer;
public Serializer()
{
_stream = new MemoryStream();
_writer = new BinaryWriter(_stream);
}
public void WriteInt32(int i)
{
_writer.Write(i);
}
public void WriteString(string s)
{
var bytes = Encoding.UTF8.GetBytes(s ?? "");
if (bytes.Length > 0)
{
_writer.Write(bytes.Length);
_writer.Write(bytes);
}
else
_writer.Write(0);
}
public byte[] Buffer()
{
return _stream.ToArray();
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class TcpClient
{
private const int ConnectOrReadTimeoutMilliseconds = 5000;
private class State
{
public System.Net.Sockets.TcpClient TcpClient;
public NetworkStream NetworkStream;
public byte[] Buffer;
public Action<byte[]> OnBufferAvailable;
}
public static void Queue(IPAddress address, int port, int bufferSize, Action<byte[]> onBufferAvailable)
{
var client = new System.Net.Sockets.TcpClient();
var state = new State {OnBufferAvailable = onBufferAvailable, TcpClient = client, Buffer = new byte[bufferSize]};
try
{
ThreadPool.QueueUserWorkItem(_ =>
{
var handle = client.BeginConnect(address, port, OnClientConnected, state);
if (!handle.AsyncWaitHandle.WaitOne(ConnectOrReadTimeoutMilliseconds))
Cleanup(state);
});
}
catch (Exception)
{
Cleanup(state);
}
}
private static void OnClientConnected(IAsyncResult result)
{
var state = (State)result.AsyncState;
try
{
state.TcpClient.EndConnect(result);
state.NetworkStream = state.TcpClient.GetStream();
var handle = state.NetworkStream.BeginRead(state.Buffer, 0, state.Buffer.Length, OnEndRead, state);
if (!handle.AsyncWaitHandle.WaitOne(ConnectOrReadTimeoutMilliseconds))
Cleanup(state);
}
catch (Exception)
{
Cleanup(state);
}
}
private static void OnEndRead(IAsyncResult result)
{
var state = (State)result.AsyncState;
try
{
var count = state.NetworkStream.EndRead(result);
if (count == state.Buffer.Length)
state.OnBufferAvailable?.Invoke(state.Buffer);
}
catch (Exception)
{
// Ignore and cleanup
}
finally
{
Cleanup(state);
}
}
private static void Cleanup(State state)
{
state.NetworkStream?.Dispose();
state.TcpClient?.Close();
state.NetworkStream = null;
state.TcpClient = null;
state.Buffer = null;
state.OnBufferAvailable = null;
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Net;
using System.Threading;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class TcpListener
{
private const int ListenTimeoutMilliseconds = 5000;
private class State
{
public System.Net.Sockets.TcpListener TcpListener;
public byte[] Buffer;
}
public static int Queue(byte[] buffer)
{
var tcpListener = new System.Net.Sockets.TcpListener(IPAddress.Any, 0);
var state = new State {Buffer = buffer, TcpListener = tcpListener};
try
{
tcpListener.Start();
int port = ((IPEndPoint)tcpListener.LocalEndpoint).Port;
ThreadPool.QueueUserWorkItem(_ =>
{
bool listening = true;
while (listening)
{
var handle = tcpListener.BeginAcceptTcpClient(OnIncomingConnection, state);
listening = handle.AsyncWaitHandle.WaitOne(ListenTimeoutMilliseconds);
}
Cleanup(state);
});
return port;
}
catch (Exception)
{
Cleanup(state);
return -1;
}
}
private static void OnIncomingConnection(IAsyncResult result)
{
var state = (State)result.AsyncState;
try
{
using (var client = state.TcpListener.EndAcceptTcpClient(result))
{
using (var stream = client.GetStream())
{
stream.Write(state.Buffer, 0, state.Buffer.Length);
}
}
}
catch (Exception)
{
// Ignore and cleanup
}
}
private static void Cleanup(State state)
{
state.TcpListener?.Stop();
state.TcpListener = null;
state.Buffer = null;
}
}
}

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@ -0,0 +1,55 @@
/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Net;
using System.Net.Sockets;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class UdpSocket : Socket
{
// Maximum UDP payload is 65507 bytes.
// TCP mode will be used when the payload is bigger than this BufferSize
public const int BufferSize = 1024 * 8;
internal UdpSocket()
: base(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp)
{
SetIOControl();
}
public void Bind(IPAddress address, int port = 0)
{
Bind(new IPEndPoint(address ?? IPAddress.Any, port));
}
private void SetIOControl()
{
if (!VisualStudioEditor.IsWindows)
return;
try
{
const int SIO_UDP_CONNRESET = -1744830452;
IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, new byte[0]);
}
catch
{
// fallback
}
}
public static byte[] BufferFor(IAsyncResult result)
{
return (byte[])result.AsyncState;
}
public static EndPoint Any()
{
return new IPEndPoint(IPAddress.Any, 0);
}
}
}

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AppleEventIntegration.bundle/Contents/MacOS/AppleEventIntegration binary

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validateReferences: 1
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Any:
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>BuildMachineOSBuild</key>
<string>19G2021</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>AppleEventIntegration</string>
<key>CFBundleIdentifier</key>
<string>com.unity.visualstudio.AppleEventIntegration</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>AppleEventIntegration</string>
<key>CFBundlePackageType</key>
<string>BNDL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
</array>
<key>CFBundleVersion</key>
<string>1</string>
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>
<string>12B45b</string>
<key>DTPlatformName</key>
<string>macosx</string>
<key>DTPlatformVersion</key>
<string>11.0</string>
<key>DTSDKBuild</key>
<string>20A2408</string>
<key>DTSDKName</key>
<string>macosx11.0</string>
<key>DTXcode</key>
<string>1220</string>
<key>DTXcodeBuild</key>
<string>12B45b</string>
<key>LSMinimumSystemVersion</key>
<string>10.13</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2019 Unity. All rights reserved.</string>
</dict>
</plist>

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>files</key>
<dict/>
<key>files2</key>
<dict/>
<key>rules</key>
<dict>
<key>^Resources/</key>
<true/>
<key>^Resources/.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^Resources/.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Resources/Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^version.plist$</key>
<true/>
</dict>
<key>rules2</key>
<dict>
<key>.*\.dSYM($|/)</key>
<dict>
<key>weight</key>
<real>11</real>
</dict>
<key>^(.*/)?\.DS_Store$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>2000</real>
</dict>
<key>^(Frameworks|SharedFrameworks|PlugIns|Plug-ins|XPCServices|Helpers|MacOS|Library/(Automator|Spotlight|LoginItems))/</key>
<dict>
<key>nested</key>
<true/>
<key>weight</key>
<real>10</real>
</dict>
<key>^.*</key>
<true/>
<key>^Info\.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^PkgInfo$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^Resources/</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^Resources/.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^Resources/.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Resources/Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^[^/]+$</key>
<dict>
<key>nested</key>
<true/>
<key>weight</key>
<real>10</real>
</dict>
<key>^embedded\.provisionprofile$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^version\.plist$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
</dict>
</dict>
</plist>

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@ -0,0 +1,207 @@
/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEditor.PackageManager;
namespace Microsoft.Unity.VisualStudio.Editor
{
public interface IAssemblyNameProvider
{
string[] ProjectSupportedExtensions { get; }
string ProjectGenerationRootNamespace { get; }
ProjectGenerationFlag ProjectGenerationFlag { get; }
string GetAssemblyNameFromScriptPath(string path);
string GetAssemblyName(string assemblyOutputPath, string assemblyName);
bool IsInternalizedPackagePath(string path);
IEnumerable<Assembly> GetAssemblies(Func<string, bool> shouldFileBePartOfSolution);
IEnumerable<string> GetAllAssetPaths();
UnityEditor.PackageManager.PackageInfo FindForAssetPath(string assetPath);
ResponseFileData ParseResponseFile(string responseFilePath, string projectDirectory, string[] systemReferenceDirectories);
void ToggleProjectGeneration(ProjectGenerationFlag preference);
}
public class AssemblyNameProvider : IAssemblyNameProvider
{
private readonly Dictionary<string, UnityEditor.PackageManager.PackageInfo> m_PackageInfoCache = new Dictionary<string, UnityEditor.PackageManager.PackageInfo>();
ProjectGenerationFlag m_ProjectGenerationFlag = (ProjectGenerationFlag)EditorPrefs.GetInt(
"unity_project_generation_flag",
(int)(ProjectGenerationFlag.Local | ProjectGenerationFlag.Embedded));
public string[] ProjectSupportedExtensions => EditorSettings.projectGenerationUserExtensions;
public string ProjectGenerationRootNamespace => EditorSettings.projectGenerationRootNamespace;
public ProjectGenerationFlag ProjectGenerationFlag
{
get => m_ProjectGenerationFlag;
private set
{
EditorPrefs.SetInt("unity_project_generation_flag", (int)value);
m_ProjectGenerationFlag = value;
}
}
public string GetAssemblyNameFromScriptPath(string path)
{
return CompilationPipeline.GetAssemblyNameFromScriptPath(path);
}
public IEnumerable<Assembly> GetAssemblies(Func<string, bool> shouldFileBePartOfSolution)
{
IEnumerable<Assembly> assemblies = GetAssembliesByType(AssembliesType.Editor, shouldFileBePartOfSolution, @"Temp\Bin\Debug\");
if (!ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.PlayerAssemblies))
{
return assemblies;
}
var playerAssemblies = GetAssembliesByType(AssembliesType.Player, shouldFileBePartOfSolution, @"Temp\Bin\Debug\Player\");
return assemblies.Concat(playerAssemblies);
}
private static IEnumerable<Assembly> GetAssembliesByType(AssembliesType type, Func<string, bool> shouldFileBePartOfSolution, string outputPath)
{
foreach (var assembly in CompilationPipeline.GetAssemblies(type))
{
if (assembly.sourceFiles.Any(shouldFileBePartOfSolution))
{
yield return new Assembly(
assembly.name,
outputPath,
assembly.sourceFiles,
assembly.defines,
assembly.assemblyReferences,
assembly.compiledAssemblyReferences,
assembly.flags,
assembly.compilerOptions
#if UNITY_2020_2_OR_NEWER
, assembly.rootNamespace
#endif
);
}
}
}
public string GetCompileOutputPath(string assemblyName)
{
return assemblyName.EndsWith(".Player", StringComparison.Ordinal) ? @"Temp\Bin\Debug\Player\" : @"Temp\Bin\Debug\";
}
public IEnumerable<string> GetAllAssetPaths()
{
return AssetDatabase.GetAllAssetPaths();
}
private static string ResolvePotentialParentPackageAssetPath(string assetPath)
{
const string packagesPrefix = "packages/";
if (!assetPath.StartsWith(packagesPrefix, StringComparison.OrdinalIgnoreCase))
{
return null;
}
var followupSeparator = assetPath.IndexOf('/', packagesPrefix.Length);
if (followupSeparator == -1)
{
return assetPath.ToLowerInvariant();
}
return assetPath.Substring(0, followupSeparator).ToLowerInvariant();
}
public UnityEditor.PackageManager.PackageInfo FindForAssetPath(string assetPath)
{
var parentPackageAssetPath = ResolvePotentialParentPackageAssetPath(assetPath);
if (parentPackageAssetPath == null)
{
return null;
}
if (m_PackageInfoCache.TryGetValue(parentPackageAssetPath, out var cachedPackageInfo))
{
return cachedPackageInfo;
}
var result = UnityEditor.PackageManager.PackageInfo.FindForAssetPath(parentPackageAssetPath);
m_PackageInfoCache[parentPackageAssetPath] = result;
return result;
}
public bool IsInternalizedPackagePath(string path)
{
if (string.IsNullOrEmpty(path.Trim()))
{
return false;
}
var packageInfo = FindForAssetPath(path);
if (packageInfo == null)
{
return false;
}
var packageSource = packageInfo.source;
switch (packageSource)
{
case PackageSource.Embedded:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Embedded);
case PackageSource.Registry:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Registry);
case PackageSource.BuiltIn:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.BuiltIn);
case PackageSource.Unknown:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Unknown);
case PackageSource.Local:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Local);
case PackageSource.Git:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.Git);
case PackageSource.LocalTarball:
return !ProjectGenerationFlag.HasFlag(ProjectGenerationFlag.LocalTarBall);
}
return false;
}
public ResponseFileData ParseResponseFile(string responseFilePath, string projectDirectory, string[] systemReferenceDirectories)
{
return CompilationPipeline.ParseResponseFile(
responseFilePath,
projectDirectory,
systemReferenceDirectories
);
}
public void ToggleProjectGeneration(ProjectGenerationFlag preference)
{
if (ProjectGenerationFlag.HasFlag(preference))
{
ProjectGenerationFlag ^= preference;
}
else
{
ProjectGenerationFlag |= preference;
}
}
internal void ResetPackageInfoCache()
{
m_PackageInfoCache.Clear();
}
public void ResetProjectGenerationFlag()
{
ProjectGenerationFlag = ProjectGenerationFlag.None;
}
public string GetAssemblyName(string assemblyOutputPath, string assemblyName)
{
return assemblyOutputPath.EndsWith(@"\Player\", StringComparison.Ordinal) ? assemblyName + ".Player" : assemblyName;
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.IO;
using System.Text;
namespace Microsoft.Unity.VisualStudio.Editor
{
public interface IFileIO
{
bool Exists(string fileName);
string ReadAllText(string fileName);
void WriteAllText(string fileName, string content);
}
class FileIOProvider : IFileIO
{
public bool Exists(string fileName)
{
return File.Exists(fileName);
}
public string ReadAllText(string fileName)
{
return File.ReadAllText(fileName);
}
public void WriteAllText(string fileName, string content)
{
File.WriteAllText(fileName, content, Encoding.UTF8);
}
}
}

View file

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
namespace Microsoft.Unity.VisualStudio.Editor
{
public interface IGUIDGenerator
{
string ProjectGuid(string projectName, string assemblyName);
string SolutionGuid(string projectName, ScriptingLanguage scriptingLanguage);
}
class GUIDProvider : IGUIDGenerator
{
public string ProjectGuid(string projectName, string assemblyName)
{
return SolutionGuidGenerator.GuidForProject(projectName + assemblyName);
}
public string SolutionGuid(string projectName, ScriptingLanguage scriptingLanguage)
{
return SolutionGuidGenerator.GuidForSolution(projectName, scriptingLanguage);
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
namespace Microsoft.Unity.VisualStudio.Editor
{
[Flags]
public enum ProjectGenerationFlag
{
None = 0,
Embedded = 1,
Local = 2,
Registry = 4,
Git = 8,
BuiltIn = 16,
Unknown = 32,
PlayerAssemblies = 64,
LocalTarBall = 128,
}
}

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using System;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class ProjectProperties
{
public string ProjectGuid { get; set; } = string.Empty;
public string LangVersion { get; set; } = "latest";
public string AssemblyName { get; set; } = string.Empty;
public string RootNamespace { get; set; } = string.Empty;
public string OutputPath { get; set; } = string.Empty;
// Analyzers
public string[] Analyzers { get; set; } = Array.Empty<string>();
public string RulesetPath { get; set; } = string.Empty;
// RSP alterable
public string[] Defines { get; set; } = Array.Empty<string>();
public bool Unsafe { get; set; } = false;
// VSTU Flavouring
public string FlavoringProjectType { get; set; } = string.Empty;
public string FlavoringBuildTarget { get; set; } = string.Empty;
public string FlavoringUnityVersion { get; set; } = string.Empty;
public string FlavoringPackageVersion { get; set; } = string.Empty;
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class Solution
{
public SolutionProjectEntry[] Projects { get; set; }
public SolutionProperties[] Properties { get; set; }
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal static class SolutionParser
{
// Compared to the bridge implementation, we are not returning "{" "}" from Guids
private static readonly Regex ProjectDeclaration = new Regex(@"Project\(\""{(?<projectFactoryGuid>.*?)}\""\)\s+=\s+\""(?<name>.*?)\"",\s+\""(?<fileName>.*?)\"",\s+\""{(?<projectGuid>.*?)}\""(?<metadata>.*?)\bEndProject\b", RegexOptions.Singleline | RegexOptions.ExplicitCapture);
private static readonly Regex PropertiesDeclaration = new Regex(@"GlobalSection\((?<name>([\w]+Properties|NestedProjects))\)\s+=\s+(?<type>(?:post|pre)Solution)(?<entries>.*?)EndGlobalSection", RegexOptions.Singleline | RegexOptions.ExplicitCapture);
private static readonly Regex PropertiesEntryDeclaration = new Regex(@"^\s*(?<key>.*?)=(?<value>.*?)$", RegexOptions.Multiline | RegexOptions.ExplicitCapture);
public static Solution ParseSolutionFile(string filename, IFileIO fileIO)
{
return ParseSolutionContent(fileIO.ReadAllText(filename));
}
public static Solution ParseSolutionContent(string content)
{
return new Solution
{
Projects = ParseSolutionProjects(content),
Properties = ParseSolutionProperties(content)
};
}
private static SolutionProjectEntry[] ParseSolutionProjects(string content)
{
var projects = new List<SolutionProjectEntry>();
var mc = ProjectDeclaration.Matches(content);
foreach (Match match in mc)
{
projects.Add(new SolutionProjectEntry
{
ProjectFactoryGuid = match.Groups["projectFactoryGuid"].Value,
Name = match.Groups["name"].Value,
FileName = match.Groups["fileName"].Value,
ProjectGuid = match.Groups["projectGuid"].Value,
Metadata = match.Groups["metadata"].Value
});
}
return projects.ToArray();
}
private static SolutionProperties[] ParseSolutionProperties(string content)
{
var properties = new List<SolutionProperties>();
var mc = PropertiesDeclaration.Matches(content);
foreach (Match match in mc)
{
var sp = new SolutionProperties
{
Entries = new List<KeyValuePair<string, string>>(),
Name = match.Groups["name"].Value,
Type = match.Groups["type"].Value
};
var entries = match.Groups["entries"].Value;
var mec = PropertiesEntryDeclaration.Matches(entries);
foreach (Match entry in mec)
{
var key = entry.Groups["key"].Value.Trim();
var value = entry.Groups["value"].Value.Trim();
sp.Entries.Add(new KeyValuePair<string, string>(key, value));
}
properties.Add(sp);
}
return properties.ToArray();
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class SolutionProjectEntry
{
public string ProjectFactoryGuid { get; set; }
public string Name { get; set; }
public string FileName { get; set; }
public string ProjectGuid { get; set; }
public string Metadata { get; set; }
public bool IsSolutionFolderProjectFactory()
{
return ProjectFactoryGuid != null && ProjectFactoryGuid.Equals("2150E333-8FDC-42A3-9474-1A3956D46DE8", StringComparison.OrdinalIgnoreCase);
}
}
}

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serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System.Collections.Generic;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class SolutionProperties
{
public string Name { get; set; }
public IList<KeyValuePair<string, string>> Entries { get; set; }
public string Type { get; set; }
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal static class Symbols
{
public static bool IsPortableSymbolFile(string pdbFile)
{
try
{
using (var stream = File.OpenRead(pdbFile))
{
return stream.ReadByte() == 'B'
&& stream.ReadByte() == 'S'
&& stream.ReadByte() == 'J'
&& stream.ReadByte() == 'B';
}
}
catch (Exception)
{
return false;
}
}
}
}

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serializedVersion: 2
defaultReferences: []
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fileFormatVersion: 2
guid: 7f9f1d015d7a8ba46b7d71acfcda3ae7
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using UnityEditor.TestTools.TestRunner.Api;
namespace Microsoft.Unity.VisualStudio.Editor.Testing
{
[Serializable]
internal class TestAdaptorContainer
{
public TestAdaptor[] TestAdaptors;
}
[Serializable]
internal class TestAdaptor
{
public string Id;
public string Name;
public string FullName;
public string Type;
public string Method;
public string Assembly;
public int Parent;
public TestAdaptor(ITestAdaptor testAdaptor, int parent)
{
Id = testAdaptor.Id;
Name = testAdaptor.Name;
FullName = testAdaptor.FullName;
Type = testAdaptor.TypeInfo?.FullName;
Method = testAdaptor.Method?.Name;
Assembly = testAdaptor.TypeInfo?.Assembly?.Location;
Parent = parent;
}
}
}

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@ -0,0 +1,60 @@
using System;
using UnityEditor.TestTools.TestRunner.Api;
namespace Microsoft.Unity.VisualStudio.Editor.Testing
{
[Serializable]
internal class TestResultAdaptorContainer
{
public TestResultAdaptor[] TestResultAdaptors;
}
[Serializable]
internal class TestResultAdaptor
{
public string Name;
public string FullName;
public int PassCount;
public int FailCount;
public int InconclusiveCount;
public int SkipCount;
public string ResultState;
public string StackTrace;
public TestStatusAdaptor TestStatus;
public int Parent;
public TestResultAdaptor(ITestResultAdaptor testResultAdaptor, int parent)
{
Name = testResultAdaptor.Name;
FullName = testResultAdaptor.FullName;
PassCount = testResultAdaptor.PassCount;
FailCount = testResultAdaptor.FailCount;
InconclusiveCount = testResultAdaptor.InconclusiveCount;
SkipCount = testResultAdaptor.SkipCount;
switch (testResultAdaptor.TestStatus)
{
case UnityEditor.TestTools.TestRunner.Api.TestStatus.Passed:
TestStatus = TestStatusAdaptor.Passed;
break;
case UnityEditor.TestTools.TestRunner.Api.TestStatus.Skipped:
TestStatus = TestStatusAdaptor.Skipped;
break;
case UnityEditor.TestTools.TestRunner.Api.TestStatus.Inconclusive:
TestStatus = TestStatusAdaptor.Inconclusive;
break;
case UnityEditor.TestTools.TestRunner.Api.TestStatus.Failed:
TestStatus = TestStatusAdaptor.Failed;
break;
}
Parent = parent;
}
}
}

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using System;
using UnityEditor;
using UnityEditor.TestTools.TestRunner.Api;
using UnityEngine;
namespace Microsoft.Unity.VisualStudio.Editor.Testing
{
[InitializeOnLoad]
internal class TestRunnerApiListener
{
private static readonly TestRunnerApi _testRunnerApi;
private static readonly TestRunnerCallbacks _testRunnerCallbacks;
static TestRunnerApiListener()
{
if (!VisualStudioEditor.IsEnabled)
return;
_testRunnerApi = ScriptableObject.CreateInstance<TestRunnerApi>();
_testRunnerCallbacks = new TestRunnerCallbacks();
_testRunnerApi.RegisterCallbacks(_testRunnerCallbacks);
}
public static void RetrieveTestList(string mode)
{
RetrieveTestList((TestMode) Enum.Parse(typeof(TestMode), mode));
}
private static void RetrieveTestList(TestMode mode)
{
_testRunnerApi?.RetrieveTestList(mode, ta => _testRunnerCallbacks.TestListRetrieved(mode, ta));
}
public static void ExecuteTests(string command)
{
// ExecuteTests format:
// TestMode:FullName
var index = command.IndexOf(':');
if (index < 0)
return;
var testMode = (TestMode)Enum.Parse(typeof(TestMode), command.Substring(0, index));
var filter = command.Substring(index + 1);
ExecuteTests(new Filter { testMode = testMode, testNames = new [] { filter } });
}
private static void ExecuteTests(Filter filter)
{
_testRunnerApi?.Execute(new ExecutionSettings(filter));
}
}
}

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using System;
using System.Collections.Generic;
using UnityEditor.TestTools.TestRunner.Api;
using UnityEngine;
namespace Microsoft.Unity.VisualStudio.Editor.Testing
{
internal class TestRunnerCallbacks : ICallbacks
{
private string Serialize<TContainer, TSource, TAdaptor>(
TSource source,
Func<TSource, int, TAdaptor> createAdaptor,
Func<TSource, IEnumerable<TSource>> children,
Func<TAdaptor[], TContainer> container)
{
var adaptors = new List<TAdaptor>();
void AddAdaptor(TSource item, int parentIndex)
{
var index = adaptors.Count;
adaptors.Add(createAdaptor(item, parentIndex));
foreach (var child in children(item))
AddAdaptor(child, index);
}
AddAdaptor(source, -1);
return JsonUtility.ToJson(container(adaptors.ToArray()));
}
private string Serialize(ITestAdaptor testAdaptor)
{
return Serialize(
testAdaptor,
(a, parentIndex) => new TestAdaptor(a, parentIndex),
(a) => a.Children,
(r) => new TestAdaptorContainer { TestAdaptors = r });
}
private string Serialize(ITestResultAdaptor testResultAdaptor)
{
return Serialize(
testResultAdaptor,
(a, parentIndex) => new TestResultAdaptor(a, parentIndex),
(a) => a.Children,
(r) => new TestResultAdaptorContainer { TestResultAdaptors = r });
}
public void RunFinished(ITestResultAdaptor testResultAdaptor)
{
VisualStudioIntegration.BroadcastMessage(Messaging.MessageType.RunFinished, Serialize(testResultAdaptor));
}
public void RunStarted(ITestAdaptor testAdaptor)
{
VisualStudioIntegration.BroadcastMessage(Messaging.MessageType.RunStarted, Serialize(testAdaptor));
}
public void TestFinished(ITestResultAdaptor testResultAdaptor)
{
VisualStudioIntegration.BroadcastMessage(Messaging.MessageType.TestFinished, Serialize(testResultAdaptor));
}
public void TestStarted(ITestAdaptor testAdaptor)
{
VisualStudioIntegration.BroadcastMessage(Messaging.MessageType.TestStarted, Serialize(testAdaptor));
}
private static string TestModeName(TestMode testMode)
{
switch (testMode)
{
case TestMode.EditMode: return "EditMode";
case TestMode.PlayMode: return "PlayMode";
}
throw new ArgumentOutOfRangeException();
}
internal void TestListRetrieved(TestMode testMode, ITestAdaptor testAdaptor)
{
// TestListRetrieved format:
// TestMode:Json
var value = TestModeName(testMode) + ":" + Serialize(testAdaptor);
VisualStudioIntegration.BroadcastMessage(Messaging.MessageType.TestListRetrieved, value);
}
}
}

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userData:
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using System;
namespace Microsoft.Unity.VisualStudio.Editor.Testing
{
[Serializable]
internal enum TestStatusAdaptor
{
Passed,
Skipped,
Inconclusive,
Failed,
}
}

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@ -0,0 +1,11 @@
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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using UnityEditor.Compilation;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal static class UnityInstallation
{
public static bool IsMainUnityEditorProcess
{
get
{
#if UNITY_2020_2_OR_NEWER
if (UnityEditor.AssetDatabase.IsAssetImportWorkerProcess())
return false;
#elif UNITY_2019_3_OR_NEWER
if (UnityEditor.Experimental.AssetDatabaseExperimental.IsAssetImportWorkerProcess())
return false;
#endif
#if UNITY_2021_1_OR_NEWER
if (UnityEditor.MPE.ProcessService.level == UnityEditor.MPE.ProcessLevel.Secondary)
return false;
#elif UNITY_2020_2_OR_NEWER
if (UnityEditor.MPE.ProcessService.level == UnityEditor.MPE.ProcessLevel.Slave)
return false;
#elif UNITY_2020_1_OR_NEWER
if (global::Unity.MPE.ProcessService.level == global::Unity.MPE.ProcessLevel.UMP_SLAVE)
return false;
#endif
return true;
}
}
public static Version LatestLanguageVersionSupported(Assembly assembly)
{
#if UNITY_2020_2_OR_NEWER
if (assembly?.compilerOptions != null && Version.TryParse(assembly.compilerOptions.LanguageVersion, out var result))
return result;
// if parsing fails, we know at least we have support for 8.0
return new Version(8, 0);
#else
return new Version(7, 3);
#endif
}
}
}

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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
namespace Microsoft.Unity.VisualStudio.Editor
{
[Serializable]
internal class FileUsage
{
public string Path;
public string[] GameObjectPath;
}
internal static class UsageUtility
{
internal static void ShowUsage(string json)
{
try
{
var usage = JsonUtility.FromJson<FileUsage>(json);
ShowUsage(usage.Path, usage.GameObjectPath);
}
catch (Exception)
{
// ignore malformed request
}
}
internal static void ShowUsage(string path, string[] gameObjectPath)
{
path = FileUtility.MakeRelativeToProjectPath(path);
if (path == null)
return;
path = FileUtility.NormalizeWindowsToUnix(path);
var extension = Path.GetExtension(path).ToLower();
EditorUtility.FocusProjectWindow();
switch (extension)
{
case ".unity":
ShowSceneUsage(path, gameObjectPath);
break;
default:
var asset = AssetDatabase.LoadMainAssetAtPath(path);
Selection.activeObject = asset;
EditorGUIUtility.PingObject(asset);
break;
}
}
private static void ShowSceneUsage(string scenePath, string[] gameObjectPath)
{
var scene = SceneManager.GetSceneByPath(scenePath.Replace(Path.DirectorySeparatorChar, '/'));
if (!scene.isLoaded)
{
var result = EditorUtility.DisplayDialogComplex("Show Usage",
$"Do you want to open \"{Path.GetFileName(scenePath)}\"?",
"Open Scene",
"Cancel",
"Open Scene (additive)");
switch (result)
{
case 0:
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
break;
case 1:
return;
case 2:
scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
break;
}
}
ShowSceneUsage(scene, gameObjectPath);
}
private static void ShowSceneUsage(Scene scene, string[] gameObjectPath)
{
if (gameObjectPath == null || gameObjectPath.Length == 0)
return;
var go = scene.GetRootGameObjects().FirstOrDefault(g => g.name == gameObjectPath[0]);
if (go == null)
return;
for (var ni = 1; ni < gameObjectPath.Length; ni++)
{
var transform = go.transform;
for (var i = 0; i < transform.childCount; i++)
{
var child = transform.GetChild(i);
var childgo = child.gameObject;
if (childgo.name == gameObjectPath[ni])
{
go = childgo;
break;
}
}
}
Selection.activeObject = go;
EditorGUIUtility.PingObject(go);
}
}
}

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serializedVersion: 2
defaultReferences: []
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userData:
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fileFormatVersion: 2
guid: 5b17896803f77494da73d73448fb6cb4
folderAsset: yes
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userData:
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@ -0,0 +1,16 @@
using System;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal struct VersionPair
{
public Version IdeVersion;
public Version LanguageVersion;
public VersionPair(int idemajor, int ideminor, int languageMajor, int languageMinor)
{
IdeVersion = new Version(idemajor, ideminor);
LanguageVersion = new Version(languageMajor, languageMinor);
}
}
}

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@ -0,0 +1,11 @@
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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@ -0,0 +1,372 @@
/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Runtime.CompilerServices;
using UnityEditor;
using UnityEngine;
using Unity.CodeEditor;
[assembly: InternalsVisibleTo("Unity.VisualStudio.EditorTests")]
[assembly: InternalsVisibleTo("Unity.VisualStudio.Standalone.EditorTests")]
[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]
namespace Microsoft.Unity.VisualStudio.Editor
{
[InitializeOnLoad]
public class VisualStudioEditor : IExternalCodeEditor
{
internal static bool IsOSX => Application.platform == RuntimePlatform.OSXEditor;
internal static bool IsWindows => !IsOSX && Path.DirectorySeparatorChar == FileUtility.WinSeparator && Environment.NewLine == "\r\n";
CodeEditor.Installation[] IExternalCodeEditor.Installations => _discoverInstallations.Result
.Select(i => i.ToCodeEditorInstallation())
.ToArray();
private static readonly AsyncOperation<IVisualStudioInstallation[]> _discoverInstallations;
private readonly IGenerator _generator = new ProjectGeneration();
static VisualStudioEditor()
{
if (!UnityInstallation.IsMainUnityEditorProcess)
return;
if (IsWindows)
Discovery.FindVSWhere();
CodeEditor.Register(new VisualStudioEditor());
_discoverInstallations = AsyncOperation<IVisualStudioInstallation[]>.Run(DiscoverInstallations);
}
private static IVisualStudioInstallation[] DiscoverInstallations()
{
try
{
return Discovery
.GetVisualStudioInstallations()
.ToArray();
}
catch (Exception ex)
{
UnityEngine.Debug.LogError($"Error detecting Visual Studio installations: {ex}");
return Array.Empty<IVisualStudioInstallation>();
}
}
internal static bool IsEnabled => CodeEditor.CurrentEditor is VisualStudioEditor && UnityInstallation.IsMainUnityEditorProcess;
// this one seems legacy and not used anymore
// keeping it for now given it is public, so we need a major bump to remove it
public void CreateIfDoesntExist()
{
if (!_generator.HasSolutionBeenGenerated())
_generator.Sync();
}
public void Initialize(string editorInstallationPath)
{
}
internal virtual bool TryGetVisualStudioInstallationForPath(string editorPath, bool searchInstallations, out IVisualStudioInstallation installation)
{
if (searchInstallations)
{
// lookup for well known installations
foreach (var candidate in _discoverInstallations.Result)
{
if (!string.Equals(Path.GetFullPath(editorPath), Path.GetFullPath(candidate.Path), StringComparison.OrdinalIgnoreCase))
continue;
installation = candidate;
return true;
}
}
return Discovery.TryDiscoverInstallation(editorPath, out installation);
}
public virtual bool TryGetInstallationForPath(string editorPath, out CodeEditor.Installation installation)
{
var result = TryGetVisualStudioInstallationForPath(editorPath, searchInstallations: false, out var vsi);
installation = vsi == null ? default : vsi.ToCodeEditorInstallation();
return result;
}
public void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
var package = UnityEditor.PackageManager.PackageInfo.FindForAssembly(GetType().Assembly);
var style = new GUIStyle
{
richText = true,
margin = new RectOffset(0, 4, 0, 0)
};
GUILayout.Label($"<size=10><color=grey>{package.displayName} v{package.version} enabled</color></size>", style);
GUILayout.EndHorizontal();
EditorGUILayout.LabelField("Generate .csproj files for:");
EditorGUI.indentLevel++;
SettingsButton(ProjectGenerationFlag.Embedded, "Embedded packages", "");
SettingsButton(ProjectGenerationFlag.Local, "Local packages", "");
SettingsButton(ProjectGenerationFlag.Registry, "Registry packages", "");
SettingsButton(ProjectGenerationFlag.Git, "Git packages", "");
SettingsButton(ProjectGenerationFlag.BuiltIn, "Built-in packages", "");
SettingsButton(ProjectGenerationFlag.LocalTarBall, "Local tarball", "");
SettingsButton(ProjectGenerationFlag.Unknown, "Packages from unknown sources", "");
SettingsButton(ProjectGenerationFlag.PlayerAssemblies, "Player projects", "For each player project generate an additional csproj with the name 'project-player.csproj'");
RegenerateProjectFiles();
EditorGUI.indentLevel--;
}
void RegenerateProjectFiles()
{
var rect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { }));
rect.width = 252;
if (GUI.Button(rect, "Regenerate project files"))
{
_generator.Sync();
}
}
void SettingsButton(ProjectGenerationFlag preference, string guiMessage, string toolTip)
{
var prevValue = _generator.AssemblyNameProvider.ProjectGenerationFlag.HasFlag(preference);
var newValue = EditorGUILayout.Toggle(new GUIContent(guiMessage, toolTip), prevValue);
if (newValue != prevValue)
{
_generator.AssemblyNameProvider.ToggleProjectGeneration(preference);
}
}
public void SyncIfNeeded(string[] addedFiles, string[] deletedFiles, string[] movedFiles, string[] movedFromFiles, string[] importedFiles)
{
_generator.SyncIfNeeded(addedFiles.Union(deletedFiles).Union(movedFiles).Union(movedFromFiles), importedFiles);
foreach (var file in importedFiles.Where(a => Path.GetExtension(a) == ".pdb"))
{
var pdbFile = FileUtility.GetAssetFullPath(file);
// skip Unity packages like com.unity.ext.nunit
if (pdbFile.IndexOf($"{Path.DirectorySeparatorChar}com.unity.", StringComparison.OrdinalIgnoreCase) > 0)
continue;
var asmFile = Path.ChangeExtension(pdbFile, ".dll");
if (!File.Exists(asmFile) || !Image.IsAssembly(asmFile))
continue;
if (Symbols.IsPortableSymbolFile(pdbFile))
continue;
UnityEngine.Debug.LogWarning($"Unity is only able to load mdb or portable-pdb symbols. {file} is using a legacy pdb format.");
}
}
public void SyncAll()
{
AssetDatabase.Refresh();
_generator.Sync();
}
bool IsSupportedPath(string path)
{
// Path is empty with "Open C# Project", as we only want to open the solution without specific files
if (string.IsNullOrEmpty(path))
return true;
// cs, uxml, uss, shader, compute, cginc, hlsl, glslinc, template are part of Unity builtin extensions
// txt, xml, fnt, cd are -often- par of Unity user extensions
// asdmdef is mandatory included
if (_generator.IsSupportedFile(path))
return true;
return false;
}
private static void CheckCurrentEditorInstallation()
{
var editorPath = CodeEditor.CurrentEditorInstallation;
try
{
if (Discovery.TryDiscoverInstallation(editorPath, out _))
return;
}
catch (IOException)
{
}
UnityEngine.Debug.LogWarning($"Visual Studio executable {editorPath} is not found. Please change your settings in Edit > Preferences > External Tools.");
}
public bool OpenProject(string path, int line, int column)
{
CheckCurrentEditorInstallation();
if (!IsSupportedPath(path))
return false;
if (!IsProjectGeneratedFor(path, out var missingFlag))
UnityEngine.Debug.LogWarning($"You are trying to open {path} outside a generated project. This might cause problems with IntelliSense and debugging. To avoid this, you can change your .csproj preferences in Edit > Preferences > External Tools and enable {GetProjectGenerationFlagDescription(missingFlag)} generation.");
if (IsOSX)
return OpenOSXApp(path, line, column);
if (IsWindows)
return OpenWindowsApp(path, line);
return false;
}
private static string GetProjectGenerationFlagDescription(ProjectGenerationFlag flag)
{
switch (flag)
{
case ProjectGenerationFlag.BuiltIn:
return "Built-in packages";
case ProjectGenerationFlag.Embedded:
return "Embedded packages";
case ProjectGenerationFlag.Git:
return "Git packages";
case ProjectGenerationFlag.Local:
return "Local packages";
case ProjectGenerationFlag.LocalTarBall:
return "Local tarball";
case ProjectGenerationFlag.PlayerAssemblies:
return "Player projects";
case ProjectGenerationFlag.Registry:
return "Registry packages";
case ProjectGenerationFlag.Unknown:
return "Packages from unknown sources";
default:
return string.Empty;
}
}
private bool IsProjectGeneratedFor(string path, out ProjectGenerationFlag missingFlag)
{
missingFlag = ProjectGenerationFlag.None;
// No need to check when opening the whole solution
if (string.IsNullOrEmpty(path))
return true;
// We only want to check for cs scripts
if (ProjectGeneration.ScriptingLanguageForFile(path) != ScriptingLanguage.CSharp)
return true;
// Even on windows, the package manager requires relative path + unix style separators for queries
var basePath = _generator.ProjectDirectory;
var relativePath = FileUtility
.NormalizeWindowsToUnix(path)
.Replace(basePath, string.Empty)
.Trim(FileUtility.UnixSeparator);
var packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssetPath(relativePath);
if (packageInfo == null)
return true;
var source = packageInfo.source;
if (!Enum.TryParse<ProjectGenerationFlag>(source.ToString(), out var flag))
return true;
if (_generator.AssemblyNameProvider.ProjectGenerationFlag.HasFlag(flag))
return true;
// Return false if we found a source not flagged for generation
missingFlag = flag;
return false;
}
private bool OpenWindowsApp(string path, int line)
{
var progpath = FileUtility.GetPackageAssetFullPath("Editor", "COMIntegration", "Release", "COMIntegration.exe");
if (string.IsNullOrWhiteSpace(progpath))
return false;
string absolutePath = "";
if (!string.IsNullOrWhiteSpace(path))
{
absolutePath = Path.GetFullPath(path);
}
// We remove all invalid chars from the solution filename, but we cannot prevent the user from using a specific path for the Unity project
// So process the fullpath to make it compatible with VS
var solution = GetOrGenerateSolutionFile(path);
if (!string.IsNullOrWhiteSpace(solution))
{
solution = $"\"{solution}\"";
solution = solution.Replace("^", "^^");
}
var process = new Process
{
StartInfo = new ProcessStartInfo
{
FileName = progpath,
Arguments = $"\"{CodeEditor.CurrentEditorInstallation}\" {solution} \"{absolutePath}\" {line}",
CreateNoWindow = true,
UseShellExecute = false,
RedirectStandardOutput = true,
RedirectStandardError = true,
}
};
var result = process.Start();
while (!process.StandardOutput.EndOfStream)
{
var outputLine = process.StandardOutput.ReadLine();
if (outputLine == "displayProgressBar")
{
EditorUtility.DisplayProgressBar("Opening Visual Studio", "Starting up Visual Studio, this might take some time.", .5f);
}
if (outputLine == "clearprogressbar")
{
EditorUtility.ClearProgressBar();
}
}
var errorOutput = process.StandardError.ReadToEnd();
if (!string.IsNullOrEmpty(errorOutput))
{
Console.WriteLine("Error: \n" + errorOutput);
}
process.WaitForExit();
return result;
}
[DllImport("AppleEventIntegration")]
static extern bool OpenVisualStudio(string appPath, string solutionPath, string filePath, int line);
bool OpenOSXApp(string path, int line, int column)
{
string absolutePath = "";
if (!string.IsNullOrWhiteSpace(path))
{
absolutePath = Path.GetFullPath(path);
}
var solution = GetOrGenerateSolutionFile(path);
return OpenVisualStudio(CodeEditor.CurrentEditorInstallation, solution, absolutePath, line);
}
private string GetOrGenerateSolutionFile(string path)
{
_generator.Sync();
return _generator.SolutionFile();
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.IO;
using Microsoft.Win32;
using Unity.CodeEditor;
using IOPath = System.IO.Path;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal interface IVisualStudioInstallation
{
string Path { get; }
bool SupportsAnalyzers { get; }
Version LatestLanguageVersionSupported { get; }
string[] GetAnalyzers();
CodeEditor.Installation ToCodeEditorInstallation();
}
internal class VisualStudioInstallation : IVisualStudioInstallation
{
public string Name { get; set; }
public string Path { get; set; }
public Version Version { get; set; }
public bool IsPrerelease { get; set; }
public bool SupportsAnalyzers
{
get
{
if (VisualStudioEditor.IsWindows)
return Version >= new Version(16, 3);
if (VisualStudioEditor.IsOSX)
return Version >= new Version(8, 3);
return false;
}
}
// C# language version support for Visual Studio
private static VersionPair[] WindowsVersionTable =
{
// VisualStudio 2019
new VersionPair(16,8, /* => */ 9,0),
new VersionPair(16,0, /* => */ 8,0),
// VisualStudio 2017
new VersionPair(15,7, /* => */ 7,3),
new VersionPair(15,5, /* => */ 7,2),
new VersionPair(15,3, /* => */ 7,1),
new VersionPair(15,0, /* => */ 7,0),
};
// C# language version support for Visual Studio for Mac
private static VersionPair[] OSXVersionTable =
{
// VisualStudio for Mac 8.x
new VersionPair(8,8, /* => */ 9,0),
new VersionPair(8,3, /* => */ 8,0),
new VersionPair(8,0, /* => */ 7,3),
};
public Version LatestLanguageVersionSupported
{
get
{
VersionPair[] versions = null;
if (VisualStudioEditor.IsWindows)
versions = WindowsVersionTable;
if (VisualStudioEditor.IsOSX)
versions = OSXVersionTable;
if (versions != null)
{
foreach (var entry in versions)
{
if (Version >= entry.IdeVersion)
return entry.LanguageVersion;
}
}
// default to 7.0 given we support at least VS 2017
return new Version(7, 0);
}
}
private static string ReadRegistry(RegistryKey hive, string keyName, string valueName)
{
try
{
var unitykey = hive.OpenSubKey(keyName);
var result = (string)unitykey?.GetValue(valueName);
return result;
}
catch (Exception)
{
return null;
}
}
private string GetWindowsBridgeFromRegistry()
{
var keyName = $"Software\\Microsoft\\Microsoft Visual Studio {Version.Major}.0 Tools for Unity";
const string valueName = "UnityExtensionPath";
var bridge = ReadRegistry(Registry.CurrentUser, keyName, valueName);
if (string.IsNullOrEmpty(bridge))
bridge = ReadRegistry(Registry.LocalMachine, keyName, valueName);
return bridge;
}
// We only use this to find analyzers, we do not need to load this assembly anymore
private string GetExtensionPath()
{
if (VisualStudioEditor.IsWindows)
{
const string extensionName = "Visual Studio Tools for Unity";
const string extensionAssembly = "SyntaxTree.VisualStudio.Unity.dll";
var vsDirectory = IOPath.GetDirectoryName(Path);
var vstuDirectory = IOPath.Combine(vsDirectory, "Extensions", "Microsoft", extensionName);
if (File.Exists(IOPath.Combine(vstuDirectory, extensionAssembly)))
return vstuDirectory;
}
if (VisualStudioEditor.IsOSX)
{
const string addinName = "MonoDevelop.Unity";
const string addinAssembly = addinName + ".dll";
// user addins repository
var localAddins = IOPath.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.Personal),
$"Library/Application Support/VisualStudio/${Version.Major}.0" + "/LocalInstall/Addins");
// In the user addins repository, the addins are suffixed by their versions, like `MonoDevelop.Unity.1.0`
// When installing another local user addin, MD will remove files inside the folder
// So we browse all VSTUM addins, and return the one with an addin assembly
if (Directory.Exists(localAddins))
{
foreach (var folder in Directory.GetDirectories(localAddins, addinName + "*", SearchOption.TopDirectoryOnly))
{
if (File.Exists(IOPath.Combine(folder, addinAssembly)))
return folder;
}
}
// Check in Visual Studio.app/
// In that case the name of the addin is used
var addinPath = IOPath.Combine(Path, $"Contents/Resources/lib/monodevelop/AddIns/{addinName}");
if (File.Exists(IOPath.Combine(addinPath, addinAssembly)))
return addinPath;
addinPath = IOPath.Combine(Path, $"Contents/MonoBundle/Addins/{addinName}");
if (File.Exists(IOPath.Combine(addinPath, addinAssembly)))
return addinPath;
}
return null;
}
private static string[] GetAnalyzers(string path)
{
var analyzersDirectory = IOPath.GetFullPath(IOPath.Combine(path, "Analyzers"));
if (Directory.Exists(analyzersDirectory))
return Directory.GetFiles(analyzersDirectory, "*Analyzers.dll", SearchOption.AllDirectories);
return Array.Empty<string>();
}
public string[] GetAnalyzers()
{
var vstuPath = GetExtensionPath();
if (string.IsNullOrEmpty(vstuPath))
return Array.Empty<string>();
if (VisualStudioEditor.IsOSX)
return GetAnalyzers(vstuPath);
if (VisualStudioEditor.IsWindows)
{
var analyzers = GetAnalyzers(vstuPath);
if (analyzers?.Length > 0)
return analyzers;
var bridge = GetWindowsBridgeFromRegistry();
if (File.Exists(bridge))
return GetAnalyzers(IOPath.Combine(IOPath.GetDirectoryName(bridge), ".."));
}
// Local assets
// return FileUtility.FindPackageAssetFullPath("Analyzers a:packages", ".Analyzers.dll");
return Array.Empty<string>();
}
public CodeEditor.Installation ToCodeEditorInstallation()
{
return new CodeEditor.Installation() { Name = Name, Path = Path };
}
}
}

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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using Microsoft.Unity.VisualStudio.Editor.Messaging;
using Microsoft.Unity.VisualStudio.Editor.Testing;
using UnityEditor;
using UnityEngine;
using MessageType = Microsoft.Unity.VisualStudio.Editor.Messaging.MessageType;
namespace Microsoft.Unity.VisualStudio.Editor
{
[InitializeOnLoad]
internal class VisualStudioIntegration
{
class Client
{
public IPEndPoint EndPoint { get; set; }
public DateTime LastMessage { get; set; }
}
private static Messager _messager;
private static readonly Queue<Message> _incoming = new Queue<Message>();
private static readonly Dictionary<IPEndPoint, Client> _clients = new Dictionary<IPEndPoint, Client>();
private static readonly object _incomingLock = new object();
private static readonly object _clientsLock = new object();
static VisualStudioIntegration()
{
if (!VisualStudioEditor.IsEnabled)
return;
RunOnceOnUpdate(() =>
{
// Despite using ReuseAddress|!ExclusiveAddressUse, we can fail here:
// - if another application is using this port with exclusive access
// - or if the firewall is not properly configured
var messagingPort = MessagingPort();
try
{
_messager = Messager.BindTo(messagingPort);
_messager.ReceiveMessage += ReceiveMessage;
}
catch (SocketException)
{
// We'll have a chance to try to rebind on next domain reload
Debug.LogWarning($"Unable to use UDP port {messagingPort} for VS/Unity messaging. You should check if another process is already bound to this port or if your firewall settings are compatible.");
}
RunOnShutdown(Shutdown);
});
EditorApplication.update += OnUpdate;
CheckLegacyAssemblies();
}
private static void CheckLegacyAssemblies()
{
var checkList = new HashSet<string>(new[] { KnownAssemblies.UnityVS, KnownAssemblies.Messaging, KnownAssemblies.Bridge });
try
{
var assemblies = AppDomain
.CurrentDomain
.GetAssemblies()
.Where(a => checkList.Contains(a.GetName().Name));
foreach (var assembly in assemblies)
{
// for now we only want to warn against local assemblies, do not check externals.
var relativePath = FileUtility.MakeRelativeToProjectPath(assembly.Location);
if (relativePath == null)
continue;
Debug.LogWarning($"Project contains legacy assembly that could interfere with the Visual Studio Package. You should delete {relativePath}");
}
}
catch (Exception)
{
// abandon legacy check
}
}
private static void RunOnceOnUpdate(Action action)
{
var callback = null as EditorApplication.CallbackFunction;
callback = () =>
{
EditorApplication.update -= callback;
action();
};
EditorApplication.update += callback;
}
private static void RunOnShutdown(Action action)
{
// Mono on OSX has all kinds of quirks on AppDomain shutdown
if (!VisualStudioEditor.IsWindows)
return;
AppDomain.CurrentDomain.DomainUnload += (_, __) => action();
}
private static int DebuggingPort()
{
return 56000 + (System.Diagnostics.Process.GetCurrentProcess().Id % 1000);
}
private static int MessagingPort()
{
return DebuggingPort() + 2;
}
private static void ReceiveMessage(object sender, MessageEventArgs args)
{
OnMessage(args.Message);
}
private static void OnUpdate()
{
lock (_incomingLock)
{
while (_incoming.Count > 0)
{
ProcessIncoming(_incoming.Dequeue());
}
}
lock (_clientsLock)
{
foreach (var client in _clients.Values.ToArray())
{
if (DateTime.Now.Subtract(client.LastMessage) > TimeSpan.FromMilliseconds(4000))
_clients.Remove(client.EndPoint);
}
}
}
private static void AddMessage(Message message)
{
lock (_incomingLock)
{
_incoming.Enqueue(message);
}
}
private static void ProcessIncoming(Message message)
{
lock (_clientsLock)
{
CheckClient(message);
}
switch (message.Type)
{
case MessageType.Ping:
Answer(message, MessageType.Pong);
break;
case MessageType.Play:
Shutdown();
EditorApplication.isPlaying = true;
break;
case MessageType.Stop:
EditorApplication.isPlaying = false;
break;
case MessageType.Pause:
EditorApplication.isPaused = true;
break;
case MessageType.Unpause:
EditorApplication.isPaused = false;
break;
case MessageType.Build:
// Not used anymore
break;
case MessageType.Refresh:
Refresh();
break;
case MessageType.Version:
Answer(message, MessageType.Version, PackageVersion());
break;
case MessageType.UpdatePackage:
// Not used anymore
break;
case MessageType.ProjectPath:
Answer(message, MessageType.ProjectPath, Path.GetFullPath(Path.Combine(Application.dataPath, "..")));
break;
case MessageType.ExecuteTests:
TestRunnerApiListener.ExecuteTests(message.Value);
break;
case MessageType.RetrieveTestList:
TestRunnerApiListener.RetrieveTestList(message.Value);
break;
case MessageType.ShowUsage:
UsageUtility.ShowUsage(message.Value);
break;
}
}
private static void CheckClient(Message message)
{
var endPoint = message.Origin;
if (!_clients.TryGetValue(endPoint, out var client))
{
client = new Client
{
EndPoint = endPoint,
LastMessage = DateTime.Now
};
_clients.Add(endPoint, client);
}
else
{
client.LastMessage = DateTime.Now;
}
}
internal static string PackageVersion()
{
var package = UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(VisualStudioIntegration).Assembly);
return package.version;
}
private static void Refresh()
{
// If the user disabled auto-refresh in Unity, do not try to force refresh the Asset database
if (!EditorPrefs.GetBool("kAutoRefresh", true))
return;
RunOnceOnUpdate(AssetDatabase.Refresh);
}
private static void OnMessage(Message message)
{
AddMessage(message);
}
private static void Answer(Client client, MessageType answerType, string answerValue)
{
Answer(client.EndPoint, answerType, answerValue);
}
private static void Answer(Message message, MessageType answerType, string answerValue = "")
{
var targetEndPoint = message.Origin;
Answer(
targetEndPoint,
answerType,
answerValue);
}
private static void Answer(IPEndPoint targetEndPoint, MessageType answerType, string answerValue)
{
_messager?.SendMessage(targetEndPoint, answerType, answerValue);
}
private static void Shutdown()
{
if (_messager == null)
return;
_messager.ReceiveMessage -= ReceiveMessage;
_messager.Dispose();
_messager = null;
}
internal static void BroadcastMessage(MessageType type, string value)
{
lock (_clientsLock)
{
foreach (var client in _clients.Values.ToArray())
{
Answer(client, type, value);
}
}
}
}
}

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