143 lines
5.8 KiB
C#
143 lines
5.8 KiB
C#
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEditor.Compilation;
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using UnityEditor.UnityLinker;
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using UnityEngine.InputSystem.Layouts;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// Input system uses runtime reflection to instantiate and discover some capabilities like layouts, processors, interactions, etc.
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/// Managed linker on high stripping modes is very keen on removing parts of classes or whole classes.
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/// One way to preserve the classes is to put [Preserve] on class itself and every field/property we're interested in,
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/// this was proven to be error prone as it's easy to forget an attribute and tedious as everything needs an attribute now.
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///
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/// Instead this LinkFileGenerator inspects all types in the domain, and if they could be used via reflection,
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/// we preserve them in all entirety.
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///
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/// In a long run we would like to remove usage of reflection all together, and then this mechanism will be gone too.
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///
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/// Beware, this uses "AppDomain.CurrentDomain.GetAssemblies" which returns editor assemblies,
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/// but not all classes are available on all platforms, most of platform specific code is wrapped into defines like
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/// "#if UNITY_EDITOR || UNITY_IOS || PACKAGE_DOCS_GENERATION", and when compiling for Android,
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/// that particular class wouldn't be available in the final executable, though our link.xml here would still specify it,
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/// potentially creating linker warnings that we need to later ignore.
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/// </summary>
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internal class LinkFileGenerator : IUnityLinkerProcessor
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{
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public int callbackOrder => 0;
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public string GenerateAdditionalLinkXmlFile(BuildReport report, UnityLinkerBuildPipelineData data)
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{
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var currentAssemblyName = typeof(UnityEngine.InputSystem.InputSystem).Assembly.GetName().Name;
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var typesByAssemblies = new Dictionary<System.Reflection.Assembly, Type[]>();
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var assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (var assembly in assemblies)
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{
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try
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{
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// Skip any assembly that doesn't reference the input system assembly.
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if (assembly.GetName().Name != currentAssemblyName && !assembly
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.GetReferencedAssemblies().Any(x => x.Name == currentAssemblyName))
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continue;
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var types = assembly.GetTypes().Where(ShouldPreserveType).ToArray();
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if (types.Length > 0)
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typesByAssemblies.Add(assembly, types);
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}
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catch (ReflectionTypeLoadException)
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{
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Debug.LogWarning($"Couldn't load types from assembly: {assembly.FullName}");
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}
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}
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var sb = new StringBuilder();
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sb.AppendLine("<linker>");
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foreach (var assembly in typesByAssemblies.Keys.OrderBy(a => a.GetName().Name))
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{
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sb.AppendLine($" <assembly fullname=\"{assembly.GetName().Name}\">");
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var types = typesByAssemblies[assembly];
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foreach (var type in types.OrderBy(t => t.FullName))
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sb.AppendLine(
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$" <type fullname=\"{FormatForXml(ToCecilName(type.FullName))}\" preserve=\"all\"/>");
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sb.AppendLine(" </assembly>");
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}
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sb.AppendLine("</linker>");
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var filePathName = Path.Combine(Application.dataPath, "..", "Temp", "InputSystemLink.xml");
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File.WriteAllText(filePathName, sb.ToString());
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return filePathName;
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}
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static bool IsTypeUsedViaReflectionByInputSystem(Type type)
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{
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return type.IsSubclassOf(typeof(InputControl)) ||
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typeof(IInputStateTypeInfo).IsAssignableFrom(type) ||
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typeof(IInputInteraction).IsAssignableFrom(type) ||
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typeof(InputProcessor).IsAssignableFrom(type) ||
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typeof(InputBindingComposite).IsAssignableFrom(type) ||
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type.GetCustomAttributes<InputControlAttribute>().Any();
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}
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static bool IsFieldRelatedToControlLayouts(FieldInfo field)
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{
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return IsTypeUsedViaReflectionByInputSystem(field.GetType()) ||
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field.GetCustomAttributes<InputControlAttribute>().Any();
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}
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static bool IsPropertyRelatedToControlLayouts(PropertyInfo property)
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{
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return IsTypeUsedViaReflectionByInputSystem(property.GetType()) ||
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property.GetCustomAttributes<InputControlAttribute>().Any();
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}
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static bool ShouldPreserveType(Type type)
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{
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if (IsTypeUsedViaReflectionByInputSystem(type))
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return true;
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foreach (var field in type.GetFields())
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if (IsFieldRelatedToControlLayouts(field))
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return true;
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foreach (var property in type.GetProperties())
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if (IsPropertyRelatedToControlLayouts(property))
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return true;
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return false;
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}
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static string ToCecilName(string fullTypeName)
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{
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return fullTypeName.Replace('+', '/');
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}
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static string FormatForXml(string value)
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{
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return value.Replace("&", "&").Replace("<", "<").Replace(">", ">");
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}
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public void OnBeforeRun(BuildReport report, UnityLinkerBuildPipelineData data)
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{
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}
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public void OnAfterRun(BuildReport report, UnityLinkerBuildPipelineData data)
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{
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}
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}
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}
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#endif
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