三国卡牌客户端基础资源仓库
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3 天以前 cec146fc3fe287928e075c79ece20a20a9b16b20
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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 double 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 UNITY_EDITOR_WIN
            AppDomain.CurrentDomain.DomainUnload += (_, __) => action();
#endif
        }
 
        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())
                {
                    // EditorApplication.timeSinceStartup: The time since the editor was started, in seconds, not reset when starting play mode.
                    if (EditorApplication.timeSinceStartup - client.LastMessage > 4)
                        _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 = EditorApplication.timeSinceStartup
                };
 
                _clients.Add(endPoint, client);
            }
            else
            {
                client.LastMessage = EditorApplication.timeSinceStartup;
            }
        }
 
        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;
 
            if (UnityInstallation.IsInSafeMode)
                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);
                }
            }
        }
    }
}