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com.unity.ide.visualstudio@2.0.20
## [2.0.20] - 2023-06-27 Integration: - Internal API refactoring. ## [2.0.19] - 2023-06-14 Integration: - Add support for Visual Studio Code. Project generation: - Add support for Sdk Style poject generation. - Fix an issue related to missing properties with 2021.3.
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363
Editor/VisualStudioForWindowsInstallation.cs
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363
Editor/VisualStudioForWindowsInstallation.cs
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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Microsoft Corporation. All rights reserved.
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* Licensed under the MIT License. See License.txt in the project root for license information.
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*--------------------------------------------------------------------------------------------*/
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Microsoft.Win32;
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using Unity.CodeEditor;
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using UnityEditor;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using IOPath = System.IO.Path;
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namespace Microsoft.Unity.VisualStudio.Editor
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{
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internal class VisualStudioForWindowsInstallation : VisualStudioInstallation
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{
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// C# language version support for Visual Studio
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private static readonly VersionPair[] WindowsVersionTable =
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{
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// VisualStudio 2022
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new VersionPair(17,4, /* => */ 11,0),
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new VersionPair(17,0, /* => */ 10,0),
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// VisualStudio 2019
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new VersionPair(16,8, /* => */ 9,0),
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new VersionPair(16,0, /* => */ 8,0),
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// VisualStudio 2017
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new VersionPair(15,7, /* => */ 7,3),
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new VersionPair(15,5, /* => */ 7,2),
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new VersionPair(15,3, /* => */ 7,1),
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new VersionPair(15,0, /* => */ 7,0),
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};
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private static string _vsWherePath = null;
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private static readonly IGenerator _generator = new LegacyStyleProjectGeneration();
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public override bool SupportsAnalyzers
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{
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get
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{
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return Version >= new Version(16, 3);
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}
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}
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public override Version LatestLanguageVersionSupported
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{
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get
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{
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return GetLatestLanguageVersionSupported(WindowsVersionTable);
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}
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}
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private static string ReadRegistry(RegistryKey hive, string keyName, string valueName)
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{
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try
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{
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var unitykey = hive.OpenSubKey(keyName);
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var result = (string)unitykey?.GetValue(valueName);
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return result;
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}
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catch (Exception)
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{
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return null;
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}
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}
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private string GetWindowsBridgeFromRegistry()
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{
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var keyName = $"Software\\Microsoft\\Microsoft Visual Studio {Version.Major}.0 Tools for Unity";
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const string valueName = "UnityExtensionPath";
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var bridge = ReadRegistry(Registry.CurrentUser, keyName, valueName);
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if (string.IsNullOrEmpty(bridge))
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bridge = ReadRegistry(Registry.LocalMachine, keyName, valueName);
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return bridge;
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}
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private string GetExtensionPath()
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{
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const string extensionName = "Visual Studio Tools for Unity";
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const string extensionAssembly = "SyntaxTree.VisualStudio.Unity.dll";
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var vsDirectory = IOPath.GetDirectoryName(Path);
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var vstuDirectory = IOPath.Combine(vsDirectory, "Extensions", "Microsoft", extensionName);
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if (File.Exists(IOPath.Combine(vstuDirectory, extensionAssembly)))
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return vstuDirectory;
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return null;
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}
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public override string[] GetAnalyzers()
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{
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var vstuPath = GetExtensionPath();
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if (string.IsNullOrEmpty(vstuPath))
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return Array.Empty<string>();
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var analyzers = GetAnalyzers(vstuPath);
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if (analyzers?.Length > 0)
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return analyzers;
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var bridge = GetWindowsBridgeFromRegistry();
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if (File.Exists(bridge))
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return GetAnalyzers(IOPath.Combine(IOPath.GetDirectoryName(bridge), ".."));
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return Array.Empty<string>();
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}
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public override IGenerator ProjectGenerator
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{
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get
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{
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return _generator;
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}
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}
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private static bool IsCandidateForDiscovery(string path)
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{
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return File.Exists(path) && VisualStudioEditor.IsWindows && Regex.IsMatch(path, "devenv.exe$", RegexOptions.IgnoreCase);
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}
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public static bool TryDiscoverInstallation(string editorPath, out IVisualStudioInstallation installation)
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{
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installation = null;
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if (string.IsNullOrEmpty(editorPath))
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return false;
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if (!IsCandidateForDiscovery(editorPath))
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return false;
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// On windows we use the executable directly, so we can query extra information
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if (!File.Exists(editorPath))
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return false;
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// VS preview are not using the isPrerelease flag so far
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// On Windows FileDescription contains "Preview", but not on Mac
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var vi = FileVersionInfo.GetVersionInfo(editorPath);
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var version = new Version(vi.ProductVersion);
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var isPrerelease = vi.IsPreRelease || string.Concat(editorPath, "/" + vi.FileDescription).ToLower().Contains("preview");
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installation = new VisualStudioForWindowsInstallation()
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{
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IsPrerelease = isPrerelease,
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Name = $"{FormatProductName(vi.FileDescription)} [{version.ToString(3)}]",
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Path = editorPath,
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Version = version
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};
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return true;
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}
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public static string FormatProductName(string productName)
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{
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if (string.IsNullOrEmpty(productName))
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return string.Empty;
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return productName.Replace("Microsoft ", string.Empty);
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}
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public static IEnumerable<IVisualStudioInstallation> GetVisualStudioInstallations()
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{
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if (!VisualStudioEditor.IsWindows)
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yield break;
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foreach (var installation in QueryVsWhere())
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yield return installation;
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}
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#region VsWhere Json Schema
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#pragma warning disable CS0649
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[Serializable]
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internal class VsWhereResult
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{
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public VsWhereEntry[] entries;
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public static VsWhereResult FromJson(string json)
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{
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return JsonUtility.FromJson<VsWhereResult>("{ \"" + nameof(VsWhereResult.entries) + "\": " + json + " }");
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}
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public IEnumerable<VisualStudioInstallation> ToVisualStudioInstallations()
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{
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foreach (var entry in entries)
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{
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yield return new VisualStudioForWindowsInstallation
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{
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Name = $"{FormatProductName(entry.displayName)} [{entry.catalog.productDisplayVersion}]",
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Path = entry.productPath,
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IsPrerelease = entry.isPrerelease,
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Version = Version.Parse(entry.catalog.buildVersion)
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};
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}
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}
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}
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[Serializable]
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internal class VsWhereEntry
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{
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public string displayName;
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public bool isPrerelease;
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public string productPath;
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public VsWhereCatalog catalog;
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}
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[Serializable]
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internal class VsWhereCatalog
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{
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public string productDisplayVersion; // non parseable like "16.3.0 Preview 3.0"
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public string buildVersion;
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}
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#pragma warning restore CS3021
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#endregion
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private static IEnumerable<VisualStudioInstallation> QueryVsWhere()
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{
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var progpath = _vsWherePath;
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if (string.IsNullOrWhiteSpace(progpath))
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return Enumerable.Empty<VisualStudioInstallation>();
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var result = ProcessRunner.StartAndWaitForExit(progpath, "-prerelease -format json -utf8");
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if (!result.Success)
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throw new Exception($"Failure while running vswhere: {result.Error}");
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// Do not catch any JsonException here, this will be handled by the caller
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return VsWhereResult
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.FromJson(result.Output)
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.ToVisualStudioInstallations();
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}
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private enum COMIntegrationState
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{
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Running,
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DisplayProgressBar,
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ClearProgressBar,
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Exited
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}
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public override void CreateExtraFiles(string projectDirectory)
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{
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// See https://devblogs.microsoft.com/setup/configure-visual-studio-across-your-organization-with-vsconfig/
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// We create a .vsconfig file to make sure our ManagedGame workload is installed
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try
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{
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var vsConfigFile = IOPath.Combine(projectDirectory.NormalizePathSeparators(), ".vsconfig");
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if (File.Exists(vsConfigFile))
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return;
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const string content = @"{
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""version"": ""1.0"",
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""components"": [
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""Microsoft.VisualStudio.Workload.ManagedGame""
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]
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}
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";
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File.WriteAllText(vsConfigFile, content);
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}
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catch (IOException)
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{
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}
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}
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public override bool Open(string path, int line, int column, string solution)
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{
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var progpath = FileUtility.GetPackageAssetFullPath("Editor", "COMIntegration", "Release", "COMIntegration.exe");
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if (string.IsNullOrWhiteSpace(progpath))
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return false;
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string absolutePath = "";
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if (!string.IsNullOrWhiteSpace(path))
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{
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absolutePath = IOPath.GetFullPath(path);
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}
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// We remove all invalid chars from the solution filename, but we cannot prevent the user from using a specific path for the Unity project
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// So process the fullpath to make it compatible with VS
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if (!string.IsNullOrWhiteSpace(solution))
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{
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solution = $"\"{solution}\"";
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solution = solution.Replace("^", "^^");
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}
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var psi = ProcessRunner.ProcessStartInfoFor(progpath, $"\"{CodeEditor.CurrentEditorInstallation}\" {solution} \"{absolutePath}\" {line}");
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psi.StandardOutputEncoding = System.Text.Encoding.Unicode;
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psi.StandardErrorEncoding = System.Text.Encoding.Unicode;
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// inter thread communication
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var messages = new BlockingCollection<COMIntegrationState>();
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var asyncStart = AsyncOperation<ProcessRunnerResult>.Run(
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() => ProcessRunner.StartAndWaitForExit(psi, onOutputReceived: data => OnOutputReceived(data, messages)),
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e => new ProcessRunnerResult {Success = false, Error = e.Message, Output = string.Empty},
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() => messages.Add(COMIntegrationState.Exited)
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);
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MonitorCOMIntegration(messages);
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var result = asyncStart.Result;
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if (!result.Success && !string.IsNullOrWhiteSpace(result.Error))
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Debug.LogError($"Error while starting Visual Studio: {result.Error}");
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return result.Success;
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}
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private static void MonitorCOMIntegration(BlockingCollection<COMIntegrationState> messages)
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{
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var displayingProgress = false;
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COMIntegrationState state;
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do
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{
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state = messages.Take();
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switch (state)
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{
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case COMIntegrationState.ClearProgressBar:
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EditorUtility.ClearProgressBar();
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displayingProgress = false;
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break;
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case COMIntegrationState.DisplayProgressBar:
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EditorUtility.DisplayProgressBar("Opening Visual Studio", "Starting up Visual Studio, this might take some time.", .5f);
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displayingProgress = true;
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break;
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}
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} while (state != COMIntegrationState.Exited);
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// Make sure the progress bar is properly cleared in case of COMIntegration failure
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if (displayingProgress)
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EditorUtility.ClearProgressBar();
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}
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private static readonly COMIntegrationState[] ProgressBarCommands = {COMIntegrationState.DisplayProgressBar, COMIntegrationState.ClearProgressBar};
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private static void OnOutputReceived(string data, BlockingCollection<COMIntegrationState> messages)
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{
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if (data == null)
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return;
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foreach (var cmd in ProgressBarCommands)
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{
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if (data.IndexOf(cmd.ToString(), StringComparison.OrdinalIgnoreCase) >= 0)
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messages.Add(cmd);
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}
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}
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public static void Initialize()
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{
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if (VisualStudioEditor.IsWindows)
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_vsWherePath = FileUtility.GetPackageAssetFullPath("Editor", "VSWhere", "vswhere.exe");
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}
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}
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}
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