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UnitySoftDebuggerEngine.cs
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UnitySoftDebuggerEngine.cs
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//
// UnitySoftDebuggerEngine.cs
// based on MoonlightSoftDebuggerEngine.cs
//
// Author:
// Michael Hutchinson <mhutchinson@novell.com>
// Lucas Meijer <lucas@unity3d.com>
//
// Copyright (c) 2009 Novell, Inc. (http://www.novell.com)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.IO;
using System.Net;
using System.Threading;
using System.Reflection;
using System.Diagnostics;
using System.Collections.Generic;
using MonoDevelop.Debugger;
using MonoDevelop.Core;
using MonoDevelop.Core.Execution;
using Mono.Debugging.Soft;
using Mono.Debugging.Client;
using MonoDevelop.Debugger.Soft;
namespace MonoDevelop.Debugger.Soft.Unity
{
public class UnitySoftDebuggerEngine: IDebuggerEngine
{
UnitySoftDebuggerSession session;
static PlayerConnection unityPlayerConnection;
internal static Dictionary<uint, PlayerConnection.PlayerInfo> UnityPlayers {
get;
private set;
}
static UnitySoftDebuggerEngine ()
{
UnityPlayers = new Dictionary<uint, PlayerConnection.PlayerInfo> ();
try {
// HACK: Poll Unity players
unityPlayerConnection = new PlayerConnection ();
ThreadPool.QueueUserWorkItem (delegate {
while (true) {
lock (unityPlayerConnection) {
unityPlayerConnection.Poll ();
}
Thread.Sleep (1000);
}
});
} catch (Exception e)
{
MonoDevelop.Core.LoggingService.LogError ("Error launching player connection discovery service: Unity player discovery will be unavailable", e);
}
}
public string Id {
get {
return "Mono.Debugger.Soft.Unity";
}
}
static readonly List<string> UserAssemblies = new List<string>{
};
public bool CanDebugCommand (ExecutionCommand command)
{ return (command is UnityExecutionCommand && null == session);
}
public DebuggerStartInfo CreateDebuggerStartInfo (ExecutionCommand command)
{
var cmd = command as UnityExecutionCommand;
if (null == cmd){ return null; }
var msi = new UnityDebuggerStartInfo ("Unity");
// msi.SetUserAssemblies (null);
msi.Arguments = string.Format ("-projectPath \"{0}\"", cmd.ProjectPath);
return msi;
}
public DebuggerFeatures SupportedFeatures {
get {
return DebuggerFeatures.Breakpoints |
DebuggerFeatures.Pause |
DebuggerFeatures.Stepping |
DebuggerFeatures.DebugFile |
DebuggerFeatures.ConditionalBreakpoints |
DebuggerFeatures.Tracepoints |
DebuggerFeatures.Catchpoints |
DebuggerFeatures.Attaching;
}
}
public DebuggerSession CreateSession ()
{
session = new UnitySoftDebuggerSession ();
session.TargetExited += delegate{ session = null; };
return session;
}
public ProcessInfo[] GetAttachableProcesses ()
{
int index = 1;
List<ProcessInfo> processes = new List<ProcessInfo> ();
Process[] systemProcesses = Process.GetProcesses ();
if (null != unityPlayerConnection) {
lock (unityPlayerConnection) {
foreach (string player in unityPlayerConnection.AvailablePlayers) {
try {
PlayerConnection.PlayerInfo info = PlayerConnection.PlayerInfo.Parse (player);
if (info.m_AllowDebugging) {
UnityPlayers[info.m_Guid] = info;
processes.Add (new ProcessInfo (info.m_Guid, info.m_Id));
++index;
}
} catch {
// Don't care; continue
}
}
}
}
if (null != systemProcesses) {
foreach (Process p in Process.GetProcesses ()) {
try {
if (p.ProcessName.StartsWith ("unity", StringComparison.OrdinalIgnoreCase) ||
p.ProcessName.Contains ("Unity.app")) {
processes.Add (new ProcessInfo (p.Id, string.Format ("{0} ({1})", "Unity Editor", p.ProcessName)));
}
} catch {
// Don't care; continue
}
}
}
return processes.ToArray ();
}
public string Name {
get {
return "Mono Soft Debugger for Unity";
}
}
}
class UnityDebuggerStartInfo : SoftDebuggerStartInfo
{
public UnityDebuggerStartInfo (string appName)
: base (new SoftDebuggerConnectArgs (appName, IPAddress.Loopback, 57432))
{
}
}
}