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267
Assets/Mirror/Editor/Weaver/Weaver.cs
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267
Assets/Mirror/Editor/Weaver/Weaver.cs
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Mono.CecilX;
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using Mono.CecilX.Cil;
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using Mono.CecilX.Rocks;
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namespace Mirror.Weaver
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{
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// not static, because ILPostProcessor is multithreaded
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internal class Weaver
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{
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// generated code class
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public const string GeneratedCodeNamespace = "Mirror";
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public const string GeneratedCodeClassName = "GeneratedNetworkCode";
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TypeDefinition GeneratedCodeClass;
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// for resolving Mirror.dll in ReaderWriterProcessor, we need to know
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// Mirror.dll name
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public const string MirrorAssemblyName = "Mirror";
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WeaverTypes weaverTypes;
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SyncVarAccessLists syncVarAccessLists;
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AssemblyDefinition CurrentAssembly;
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Writers writers;
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Readers readers;
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// in case of weaver errors, we don't stop immediately.
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// we log all errors and then eventually return false if
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// weaving has failed.
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// this way the user can fix multiple errors at once, instead of having
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// to fix -> recompile -> fix -> recompile for one error at a time.
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bool WeavingFailed;
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// logger functions can be set from the outside.
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// for example, Debug.Log or ILPostProcessor Diagnostics log for
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// multi threaded logging.
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public Logger Log;
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// remote actions now support overloads,
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// -> but IL2CPP doesnt like it when two generated methods
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// -> have the same signature,
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// -> so, append the signature to the generated method name,
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// -> to create a unique name
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// Example:
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// RpcTeleport(Vector3 position) -> InvokeUserCode_RpcTeleport__Vector3()
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// RpcTeleport(Vector3 position, Quaternion rotation) -> InvokeUserCode_RpcTeleport__Vector3Quaternion()
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// fixes https://github.com/vis2k/Mirror/issues/3060
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public static string GenerateMethodName(string initialPrefix, MethodDefinition md)
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{
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initialPrefix += md.Name;
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for (int i = 0; i < md.Parameters.Count; ++i)
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{
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// with __ so it's more obvious that this is the parameter suffix.
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// otherwise RpcTest(int) => RpcTestInt(int) which is not obvious.
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initialPrefix += $"__{md.Parameters[i].ParameterType.Name}";
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}
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return initialPrefix;
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}
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public Weaver(Logger Log)
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{
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this.Log = Log;
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}
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// returns 'true' if modified (=if we did anything)
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bool WeaveNetworkBehavior(TypeDefinition td)
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{
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if (!td.IsClass)
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return false;
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if (!td.IsDerivedFrom<NetworkBehaviour>())
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{
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if (td.IsDerivedFrom<UnityEngine.MonoBehaviour>())
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MonoBehaviourProcessor.Process(Log, td, ref WeavingFailed);
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return false;
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}
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// process this and base classes from parent to child order
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List<TypeDefinition> behaviourClasses = new List<TypeDefinition>();
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TypeDefinition parent = td;
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while (parent != null)
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{
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if (parent.Is<NetworkBehaviour>())
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{
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break;
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}
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try
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{
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behaviourClasses.Insert(0, parent);
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parent = parent.BaseType.Resolve();
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}
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catch (AssemblyResolutionException)
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{
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// this can happen for plugins.
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//Console.WriteLine("AssemblyResolutionException: "+ ex.ToString());
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break;
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}
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}
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bool modified = false;
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foreach (TypeDefinition behaviour in behaviourClasses)
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{
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modified |= new NetworkBehaviourProcessor(CurrentAssembly, weaverTypes, syncVarAccessLists, writers, readers, Log, behaviour).Process(ref WeavingFailed);
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}
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return modified;
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}
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bool WeaveModule(ModuleDefinition moduleDefinition)
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{
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bool modified = false;
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Stopwatch watch = Stopwatch.StartNew();
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watch.Start();
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// ModuleDefinition.Types only finds top level types.
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// GetAllTypes recursively finds all nested types as well.
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// fixes nested types not being weaved, for example:
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// class Parent { // ModuleDefinition.Types finds this
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// class Child { // .Types.NestedTypes finds this
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// class GrandChild {} // only GetAllTypes finds this too
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// }
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// }
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// note this is not about inheritance, only about type definitions.
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// see test: NetworkBehaviourTests.DeeplyNested()
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foreach (TypeDefinition td in moduleDefinition.GetAllTypes())
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{
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if (td.IsClass && td.BaseType.CanBeResolved())
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{
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modified |= WeaveNetworkBehavior(td);
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modified |= ServerClientAttributeProcessor.Process(weaverTypes, Log, td, ref WeavingFailed);
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}
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}
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watch.Stop();
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Console.WriteLine($"Weave behaviours and messages took {watch.ElapsedMilliseconds} milliseconds");
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return modified;
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}
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void CreateGeneratedCodeClass()
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{
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// create "Mirror.GeneratedNetworkCode" class which holds all
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// Readers<T> and Writers<T>
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GeneratedCodeClass = new TypeDefinition(GeneratedCodeNamespace, GeneratedCodeClassName,
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TypeAttributes.BeforeFieldInit | TypeAttributes.Class | TypeAttributes.AnsiClass | TypeAttributes.Public | TypeAttributes.AutoClass | TypeAttributes.Abstract | TypeAttributes.Sealed,
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weaverTypes.Import<object>());
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}
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void ToggleWeaverFuse()
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{
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// // find Weaved() function
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MethodDefinition func = weaverTypes.weaverFuseMethod.Resolve();
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// // change return 0 to return 1
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ILProcessor worker = func.Body.GetILProcessor();
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func.Body.Instructions[0] = worker.Create(OpCodes.Ldc_I4_1);
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}
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// Weave takes an AssemblyDefinition to be compatible with both old and
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// new weavers:
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// * old takes a filepath, new takes a in-memory byte[]
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// * old uses DefaultAssemblyResolver with added dependencies paths,
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// new uses ...?
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//
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// => assembly: the one we are currently weaving (MyGame.dll)
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// => resolver: useful in case we need to resolve any of the assembly's
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// assembly.MainModule.AssemblyReferences.
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// -> we can resolve ANY of them given that the resolver
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// works properly (need custom one for ILPostProcessor)
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// -> IMPORTANT: .Resolve() takes an AssemblyNameReference.
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// those from assembly.MainModule.AssemblyReferences are
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// guaranteed to be resolve-able.
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// Parsing from a string for Library/.../Mirror.dll
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// would not be guaranteed to be resolve-able because
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// for ILPostProcessor we can't assume where Mirror.dll
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// is etc.
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public bool Weave(AssemblyDefinition assembly, IAssemblyResolver resolver, out bool modified)
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{
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WeavingFailed = false;
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modified = false;
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try
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{
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CurrentAssembly = assembly;
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// fix "No writer found for ..." error
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// https://github.com/vis2k/Mirror/issues/2579
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// -> when restarting Unity, weaver would try to weave a DLL
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// again
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// -> resulting in two GeneratedNetworkCode classes (see ILSpy)
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// -> the second one wouldn't have all the writer types setup
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if (CurrentAssembly.MainModule.ContainsClass(GeneratedCodeNamespace, GeneratedCodeClassName))
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{
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//Log.Warning($"Weaver: skipping {CurrentAssembly.Name} because already weaved");
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return true;
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}
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weaverTypes = new WeaverTypes(CurrentAssembly, Log, ref WeavingFailed);
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// weaverTypes are needed for CreateGeneratedCodeClass
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CreateGeneratedCodeClass();
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// WeaverList depends on WeaverTypes setup because it uses Import
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syncVarAccessLists = new SyncVarAccessLists();
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// initialize readers & writers with this assembly.
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// we need to do this in every Process() call.
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// otherwise we would get
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// "System.ArgumentException: Member ... is declared in another module and needs to be imported"
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// errors when still using the previous module's reader/writer funcs.
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writers = new Writers(CurrentAssembly, weaverTypes, GeneratedCodeClass, Log);
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readers = new Readers(CurrentAssembly, weaverTypes, GeneratedCodeClass, Log);
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Stopwatch rwstopwatch = Stopwatch.StartNew();
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// Need to track modified from ReaderWriterProcessor too because it could find custom read/write functions or create functions for NetworkMessages
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modified = ReaderWriterProcessor.Process(CurrentAssembly, resolver, Log, writers, readers, ref WeavingFailed);
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rwstopwatch.Stop();
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Console.WriteLine($"Find all reader and writers took {rwstopwatch.ElapsedMilliseconds} milliseconds");
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ModuleDefinition moduleDefinition = CurrentAssembly.MainModule;
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Console.WriteLine($"Script Module: {moduleDefinition.Name}");
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modified |= WeaveModule(moduleDefinition);
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if (WeavingFailed)
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{
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return false;
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}
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if (modified)
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{
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SyncVarAttributeAccessReplacer.Process(Log, moduleDefinition, syncVarAccessLists);
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// add class that holds read/write functions
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moduleDefinition.Types.Add(GeneratedCodeClass);
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ReaderWriterProcessor.InitializeReaderAndWriters(CurrentAssembly, weaverTypes, writers, readers, GeneratedCodeClass);
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// DO NOT WRITE here.
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// CompilationFinishedHook writes to the file.
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// ILPostProcessor writes to in-memory assembly.
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// it depends on the caller.
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//CurrentAssembly.Write(new WriterParameters{ WriteSymbols = true });
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}
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// if weaving succeeded, switch on the Weaver Fuse in Mirror.dll
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if (CurrentAssembly.Name.Name == MirrorAssemblyName)
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{
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ToggleWeaverFuse();
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}
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return true;
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}
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catch (Exception e)
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{
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Log.Error($"Exception :{e}");
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WeavingFailed = true;
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return false;
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}
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}
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}
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}
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