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UnitySoftDebuggerSession.cs
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UnitySoftDebuggerSession.cs
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//
// UnityDebuggerSession.cs
// based on IPhoneDebuggerSession.cs
//
// Author:
// Michael Hutchinson <[email protected]>
// Lucas Meijer <[email protected]>
// Levi Bard <[email protected]>
//
// 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 Mono.Debugger;
using Mono.Debugging;
using Mono.Debugging.Soft;
using Mono.Debugger.Soft;
using Mono.Debugging.Client;
using System.Threading;
using System.Diagnostics;
using System.IO;
using MonoDevelop.Core;
using System.Net.Sockets;
using System.Net;
using System.Collections;
using System.Collections.Generic;
namespace MonoDevelop.Debugger.Soft.Unity
{
/// <summary>
/// Debugger session for Unity scripting code
/// </summary>
public class UnitySoftDebuggerSession : Mono.Debugging.Soft.SoftDebuggerSession
{
Process unityprocess;
string unityPath;
public const uint clientPort = 57432;
public UnitySoftDebuggerSession ()
{
unityPath = Util.UnityLocation;
Adaptor.BusyStateChanged += delegate(object sender, BusyStateEventArgs e) {
SetBusyState (e);
};
MonoDevelop.Ide.IdeApp.Exiting += (sender,args) => EndSession();
}
protected override void OnRun (DebuggerStartInfo startInfo)
{
var dsi = (UnityDebuggerStartInfo) startInfo;
StartUnity(dsi);
StartListening(dsi);
}
/// <summary>
/// Launch Unity
/// </summary>
void StartUnity (UnityDebuggerStartInfo dsi)
{
if (string.IsNullOrEmpty (unityPath) || !Util.UnityLaunch)
return; // Wait for remote connection
if (unityprocess != null)
throw new InvalidOperationException ("Unity already started");
if (Platform.IsMac && Directory.Exists (unityPath)) {
dsi.Arguments = string.Format ("-W '{0}' --args {1}", unityPath, dsi.Arguments);
unityPath = ("open");
}
var psi = new ProcessStartInfo (unityPath)
{
Arguments = dsi.Arguments,
UseShellExecute = false,
WorkingDirectory = Path.GetDirectoryName (unityPath)
};
// Pass through environment
foreach (DictionaryEntry env in Environment.GetEnvironmentVariables ()) {
Console.WriteLine ("{0} = \"{1}\"", env.Key, env.Value);
psi.EnvironmentVariables[(string)env.Key] = (string)env.Value;
}
foreach (var env in dsi.EnvironmentVariables) {
Console.WriteLine ("{0} = \"{1}\"", env.Key, env.Value);
psi.EnvironmentVariables[env.Key] = env.Value;
}
// Connect back to soft debugger client
psi.EnvironmentVariables.Add ("MONO_ARGUMENTS",string.Format ("--debugger-agent=transport=dt_socket,address=127.0.0.1:{0},embedding=1", clientPort));
psi.EnvironmentVariables.Add ("MONO_LOG_LEVEL","debug");
unityprocess = Process.Start (psi);
unityprocess.EnableRaisingEvents = true;
unityprocess.Exited += delegate
{
EndSession ();
};
}
protected override void EndSession ()
{
try {
Ide.DispatchService.GuiDispatch (() =>
Ide.IdeApp.Workbench.CurrentLayout = UnityProjectServiceExtension.EditLayout
);
EndUnityProcess ();
base.EndSession ();
} catch (Mono.Debugger.Soft.VMDisconnectedException) {
} catch (ObjectDisposedException) {
}
}
protected override void OnExit ()
{
try {
EndUnityProcess ();
base.OnExit ();
} catch (Mono.Debugger.Soft.VMDisconnectedException) {
} catch (ObjectDisposedException) {
}
}
void EndUnityProcess ()
{
Detach ();
unityprocess = null;
}
protected override string GetConnectingMessage (DebuggerStartInfo dsi)
{
Ide.DispatchService.GuiDispatch (() =>
Ide.IdeApp.Workbench.CurrentLayout = "Debug"
);
return base.GetConnectingMessage (dsi);
}
protected override void OnAttachToProcess (long processId)
{
if (UnitySoftDebuggerEngine.UnityPlayers.ContainsKey ((uint)processId)) {
int port = (int)(56000 + (processId % 1000));
PlayerConnection.PlayerInfo player = UnitySoftDebuggerEngine.UnityPlayers[(uint)processId];
try {
StartConnecting (new SoftDebuggerStartInfo (new SoftDebuggerConnectArgs (player.m_Id, player.m_IPEndPoint.Address, (int)port)), 3, 1000);
} catch (Exception ex) {
throw new Exception (string.Format ("Unable to attach to {0}:{1}", player.m_IPEndPoint.Address, port), ex);
}
return;
}
base.OnAttachToProcess (processId);
}
protected override void OnDetach()
{
try {
base.OnDetach();
} catch (ObjectDisposedException) {
} catch (VMDisconnectedException) {
} catch (NullReferenceException) {
}
}
}
}