/* * Copyright 2018 faddenSoft * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System; using System.CodeDom.Compiler; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using System.Text; using CommonUtil; using PluginCommon; namespace SourceGenWF.Sandbox { /// /// This manages the PluginDll directory, which holds the compiled form of the extension /// scripts. When a script is requested, this checks to see if the compiled form /// already exists. If not, or the script source file is newer than the DLL file, the /// compiler is executed. /// /// This is global -- it's not tied to an active project. /// /// If an assembly is still loaded, the file on disk will be locked by the operating /// system and can't be replaced. So long as the plugins run in an AppDomain sandbox, /// the locks will be cleared when the AppDomain is unloaded. /// public static class PluginDllCache { private const string PLUGIN_DIR_NAME = "PluginDll"; /// /// List of assemblies for the CompilerParameters.ReferencedAssemblies argument. /// private static readonly string[] sRefAssem = new string[] { // Need this for various things to work, like System.Collections.Generic. "netstandard.dll", // Plugins are implemented in terms of interfaces defined here. "PluginCommon.dll", // Common utility functions. "CommonUtil.dll", }; /// /// Path to plugin directory. /// private static string sPluginDirPath; /// /// Computes the path to the plugin directory. Does not attempt to verify that it exists. /// /// Plugin directory path, or null if we can't find the application data /// area. public static string GetPluginDirPath() { if (sPluginDirPath == null) { string runtimeUp = Path.GetDirectoryName(RuntimeDataAccess.GetDirectory()); if (runtimeUp == null) { return null; } sPluginDirPath = Path.Combine(runtimeUp, PLUGIN_DIR_NAME); } return sPluginDirPath; } /// /// Prepares the plugin directory. Creates it and copies PluginCommon.dll in. /// Throws an exception if something fails. /// public static void PreparePluginDir() { string dstDir = GetPluginDirPath(); if (File.Exists(dstDir) && !Directory.Exists(dstDir)) { throw new IOException( string.Format(Properties.Resources.ERR_FILE_EXISTS_NOT_DIR, dstDir)); } Directory.CreateDirectory(dstDir); // TODO(someday): try to remove *.dll where the modification date is more than a // week old -- this will prevent us from accreting stuff indefinitely. // Copy PluginCommon and CommonUtil over. CopyIfNewer(typeof(PluginCommon.PluginManager).Assembly.Location, dstDir); CopyIfNewer(typeof(CommonUtil.CRC32).Assembly.Location, dstDir); } /// /// Copies a DLL file if it's not present in the destination directory, or /// if it's newer than what's in the destination directory. /// /// Full path to DLL file. /// Destination directory. private static void CopyIfNewer(string srcDll, string dstDir) { string dstFile = Path.Combine(dstDir, Path.GetFileName(srcDll)); if (FileUtil.FileMissingOrOlder(dstFile, srcDll)) { Debug.WriteLine("Copying " + srcDll + " to " + dstFile); File.Copy(srcDll, dstFile, true); } // Should we copy the .pdb files too, if they exist? If they don't exist in // the source directory, do we need to remove them from the destination directory? } /// /// Prepares the DLL for the specified script, compiling it if necessary. /// /// Script identifier. /// Project file name, used for naming project-local /// files. May be empty if the project hasn't been named yet (in which case /// project-local files will cause a failure). /// Report with errors and warnings. /// Full path to DLL, or null if compilation failed. public static string GenerateScriptDll(string scriptIdent, string projectPathName, out FileLoadReport report) { ExternalFile ef = ExternalFile.CreateFromIdent(scriptIdent); if (ef == null) { Debug.Assert(false); report = new FileLoadReport("CreateFromIdent failed"); return null; } string projectDir = string.Empty; if (!string.IsNullOrEmpty(projectPathName)) { projectDir = Path.GetDirectoryName(projectPathName); } string srcPathName = ef.GetPathName(projectDir); // Fail if the source script doesn't exist. If a previously-compiled DLL is present // we could just continue to use it, but that seems contrary to expectation, and // means that you won't notice that your project is broken until you clear out // the DLL directory. if (!File.Exists(srcPathName)) { report = new FileLoadReport(srcPathName); report.Add(FileLoadItem.Type.Error, string.Format(Properties.Resources.ERR_FILE_NOT_FOUND, srcPathName)); return null; } string destFileName = ef.GenerateDllName(projectPathName); string destPathName = Path.Combine(GetPluginDirPath(), destFileName); // Compile if necessary. if (FileUtil.FileMissingOrOlder(destPathName, srcPathName)) { Debug.WriteLine("Compiling " + srcPathName + " to " + destPathName); Assembly asm = CompileCode(srcPathName, destPathName, out report); if (asm == null) { return null; } } else { Debug.WriteLine("NOT recompiling " + srcPathName); report = new FileLoadReport(srcPathName); } return destPathName; } /// /// Compiles the script from the specified pathname into an Assembly. /// /// Script pathname. /// Full pathname for output DLL. /// Errors and warnings reported by the compiler. /// Reference to script instance, or null on failure. private static Assembly CompileCode(string scriptPathName, string dllPathName, out FileLoadReport report) { report = new FileLoadReport(scriptPathName); Microsoft.CSharp.CSharpCodeProvider csProvider = new Microsoft.CSharp.CSharpCodeProvider(); CompilerParameters parms = new CompilerParameters(); // We want a DLL, not an EXE. parms.GenerateExecutable = false; // Save to disk so other AppDomain can load it. parms.GenerateInMemory = false; // Be vocal about warnings. parms.WarningLevel = 3; // Optimization is nice. parms.CompilerOptions = "/optimize"; // Output file name. Must be named appropriately so it can be found. parms.OutputAssembly = dllPathName; // Add dependencies. parms.ReferencedAssemblies.AddRange(sRefAssem); #if DEBUG // This creates a .pdb file, which allows breakpoints to work. parms.IncludeDebugInformation = true; #endif // Using the "from file" version has an advantage over the "from source" // version in that the debugger can find the source file, so things like // breakpoints work correctly. CompilerResults cr = csProvider.CompileAssemblyFromFile(parms, scriptPathName); CompilerErrorCollection cec = cr.Errors; foreach (CompilerError ce in cr.Errors) { report.Add(ce.Line, ce.Column, ce.IsWarning ? FileLoadItem.Type.Warning : FileLoadItem.Type.Error, ce.ErrorText); } if (cr.Errors.HasErrors) { return null; } else { Debug.WriteLine("Compilation successful"); return cr.CompiledAssembly; } } /// /// Finds the first concrete class that implements IPlugin, and /// constructs an instance. /// public static IPlugin ConstructIPlugin(Assembly asm) { foreach (Type type in asm.GetExportedTypes()) { // Using a System.Linq extension method. if (type.IsClass && !type.IsAbstract && type.GetInterfaces().Contains(typeof(IPlugin))) { ConstructorInfo ctor = type.GetConstructor(Type.EmptyTypes); IPlugin iplugin = (IPlugin)ctor.Invoke(null); Debug.WriteLine("Created instance: " + iplugin); return iplugin; } } return null; } } }