/*--------------------------------------------------------------------------------------------- * 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.IO; using Microsoft.Win32; using Unity.CodeEditor; using IOPath = System.IO.Path; namespace Microsoft.Unity.VisualStudio.Editor { internal interface IVisualStudioInstallation { string Path { get; } bool SupportsAnalyzers { get; } bool SupportsCSharp8 { get; } string[] GetAnalyzers(); CodeEditor.Installation ToCodeEditorInstallation(); } internal class VisualStudioInstallation : IVisualStudioInstallation { public string Name { get; set; } public string Path { get; set; } public Version Version { get; set; } public bool IsPrerelease { get; set; } public bool SupportsAnalyzers { get { if (VisualStudioEditor.IsWindows) return Version >= new Version(16, 3); if (VisualStudioEditor.IsOSX) return Version >= new Version(8, 3); return false; } } public bool SupportsCSharp8 { get { if (VisualStudioEditor.IsWindows) return Version >= new Version(16, 0); if (VisualStudioEditor.IsOSX) return Version >= new Version(8, 2); return false; } } private static string ReadRegistry(RegistryKey hive, string keyName, string valueName) { try { var unitykey = hive.OpenSubKey(keyName); var result = (string)unitykey?.GetValue(valueName); return result; } catch (Exception) { return null; } } // We only use this to find analyzers, we do not need to load this assembly anymore private string GetBridgeLocation() { if (VisualStudioEditor.IsWindows) { // Registry, using legacy bridge location var keyName = $"Software\\Microsoft\\Microsoft Visual Studio {Version.Major}.0 Tools for Unity"; const string valueName = "UnityExtensionPath"; var bridge = ReadRegistry(Registry.CurrentUser, keyName, valueName); if (string.IsNullOrEmpty(bridge)) bridge = ReadRegistry(Registry.LocalMachine, keyName, valueName); return bridge; } if (VisualStudioEditor.IsOSX) { // Environment, useful when developing UnityVS for Mac var bridge = Environment.GetEnvironmentVariable("VSTUM_BRIDGE"); if (!string.IsNullOrEmpty(bridge) && File.Exists(bridge)) return bridge; const string addinBridge = "Editor/SyntaxTree.VisualStudio.Unity.Bridge.dll"; const string addinName = "MonoDevelop.Unity"; // user addins repository var localAddins = IOPath.Combine( Environment.GetFolderPath(Environment.SpecialFolder.Personal), $"Library/Application Support/VisualStudio/${Version.Major}.0" + "/LocalInstall/Addins"); // In the user addins repository, the addins are suffixed by their versions, like `MonoDevelop.Unity.1.0` // When installing another local user addin, MD will remove files inside the folder // So we browse all VSTUM addins, and return the one with a bridge, which is the one MD will load if (Directory.Exists(localAddins)) { foreach (var folder in Directory.GetDirectories(localAddins, addinName + "*", SearchOption.TopDirectoryOnly)) { bridge = IOPath.Combine(folder, addinBridge); if (File.Exists(bridge)) return bridge; } } // Check in Visual Studio.app/ // In that case the name of the addin is used bridge = IOPath.Combine(Path, $"Contents/Resources/lib/monodevelop/AddIns/{addinName}/{addinBridge}"); if (File.Exists(bridge)) return bridge; } return null; } public string[] GetAnalyzers() { var bridge = GetBridgeLocation(); if (!string.IsNullOrEmpty(bridge)) { var baseLocation = IOPath.Combine(IOPath.GetDirectoryName(bridge), ".."); var analyzerLocation = IOPath.GetFullPath(IOPath.Combine(baseLocation, "Analyzers")); if (Directory.Exists(analyzerLocation)) return Directory.GetFiles(analyzerLocation, "*Analyzers.dll", SearchOption.AllDirectories); } // Local assets // return FileUtility.FindPackageAssetFullPath("Analyzers a:packages", ".Analyzers.dll"); return Array.Empty(); } public CodeEditor.Installation ToCodeEditorInstallation() { return new CodeEditor.Installation() { Name = Name, Path = Path }; } } }