mirror of
https://github.com/fadden/6502bench.git
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575f834b1d
Mostly a straight copy & paste of the files. The only significant change was to move the localizable strings from Properties/Resources (RESX) to Res/Strings.xaml (Resource Dictionary). I expect a number of strings will no longer be needed, since WPF lets you put more of the UI/UX logic into the design side. I also renamed the namespace to SourceGenWPF, and put the app icon into the Res directory so it can be a resource rather than a loose file. I'm merging the "Setup" directory contents into the main app since there wasn't a whole lot going on there. The WPF Color class lacks conversions to/from a 32-bit integer, so I added those. None of the stuff is wired up yet.
238 lines
10 KiB
C#
238 lines
10 KiB
C#
/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.CodeDom.Compiler;
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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.Reflection;
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using System.Text;
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using CommonUtil;
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using PluginCommon;
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namespace SourceGenWPF.Sandbox {
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/// <summary>
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/// This manages the PluginDll directory, which holds the compiled form of the extension
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/// scripts. When a script is requested, this checks to see if the compiled form
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/// already exists. If not, or the script source file is newer than the DLL file, the
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/// compiler is executed.
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///
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/// This is global -- it's not tied to an active project.
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///
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/// If an assembly is still loaded, the file on disk will be locked by the operating
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/// system and can't be replaced. So long as the plugins run in an AppDomain sandbox,
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/// the locks will be cleared when the AppDomain is unloaded.
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/// </summary>
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public static class PluginDllCache {
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private const string PLUGIN_DIR_NAME = "PluginDll";
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/// <summary>
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/// List of assemblies for the CompilerParameters.ReferencedAssemblies argument.
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/// </summary>
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private static readonly string[] sRefAssem = new string[] {
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// Need this for various things to work, like System.Collections.Generic.
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"netstandard.dll",
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// Plugins are implemented in terms of interfaces defined here.
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"PluginCommon.dll",
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// Common utility functions.
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"CommonUtil.dll",
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};
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/// <summary>
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/// Path to plugin directory.
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/// </summary>
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private static string sPluginDirPath;
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/// <summary>
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/// Computes the path to the plugin directory. Does not attempt to verify that it exists.
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/// </summary>
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/// <returns>Plugin directory path, or null if we can't find the application data
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/// area.</returns>
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public static string GetPluginDirPath() {
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if (sPluginDirPath == null) {
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string runtimeUp = Path.GetDirectoryName(RuntimeDataAccess.GetDirectory());
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if (runtimeUp == null) {
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return null;
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}
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sPluginDirPath = Path.Combine(runtimeUp, PLUGIN_DIR_NAME);
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}
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return sPluginDirPath;
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}
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/// <summary>
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/// Prepares the plugin directory. Creates it and copies PluginCommon.dll in.
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/// Throws an exception if something fails.
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/// </summary>
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public static void PreparePluginDir() {
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string dstDir = GetPluginDirPath();
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if (File.Exists(dstDir) && !Directory.Exists(dstDir)) {
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throw new IOException(
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string.Format(Res.Strings.ERR_FILE_EXISTS_NOT_DIR_FMT, dstDir));
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}
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Directory.CreateDirectory(dstDir);
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// TODO(someday): try to remove *.dll where the modification date is more than a
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// week old -- this will prevent us from accreting stuff indefinitely.
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// Copy PluginCommon and CommonUtil over.
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CopyIfNewer(typeof(PluginCommon.PluginManager).Assembly.Location, dstDir);
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CopyIfNewer(typeof(CommonUtil.CRC32).Assembly.Location, dstDir);
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}
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/// <summary>
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/// Copies a DLL file if it's not present in the destination directory, or
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/// if it's newer than what's in the destination directory.
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/// </summary>
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/// <param name="srcDll">Full path to DLL file.</param>
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/// <param name="dstDir">Destination directory.</param>
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private static void CopyIfNewer(string srcDll, string dstDir) {
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string dstFile = Path.Combine(dstDir, Path.GetFileName(srcDll));
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if (FileUtil.FileMissingOrOlder(dstFile, srcDll)) {
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Debug.WriteLine("Copying " + srcDll + " to " + dstFile);
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File.Copy(srcDll, dstFile, true);
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}
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// Should we copy the .pdb files too, if they exist? If they don't exist in
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// the source directory, do we need to remove them from the destination directory?
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}
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/// <summary>
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/// Prepares the DLL for the specified script, compiling it if necessary.
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/// </summary>
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/// <param name="scriptIdent">Script identifier.</param>
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/// <param name="projectPathName">Project file name, used for naming project-local
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/// files. May be empty if the project hasn't been named yet (in which case
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/// project-local files will cause a failure).</param>
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/// <param name="report">Report with errors and warnings.</param>
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/// <returns>Full path to DLL, or null if compilation failed.</returns>
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public static string GenerateScriptDll(string scriptIdent, string projectPathName,
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out FileLoadReport report) {
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ExternalFile ef = ExternalFile.CreateFromIdent(scriptIdent);
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if (ef == null) {
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Debug.Assert(false);
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report = new FileLoadReport("CreateFromIdent failed");
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return null;
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}
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string projectDir = string.Empty;
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if (!string.IsNullOrEmpty(projectPathName)) {
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projectDir = Path.GetDirectoryName(projectPathName);
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}
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string srcPathName = ef.GetPathName(projectDir);
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// Fail if the source script doesn't exist. If a previously-compiled DLL is present
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// we could just continue to use it, but that seems contrary to expectation, and
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// means that you won't notice that your project is broken until you clear out
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// the DLL directory.
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if (!File.Exists(srcPathName)) {
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report = new FileLoadReport(srcPathName);
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report.Add(FileLoadItem.Type.Error,
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string.Format(Res.Strings.ERR_FILE_NOT_FOUND_FMT, srcPathName));
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return null;
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}
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string destFileName = ef.GenerateDllName(projectPathName);
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string destPathName = Path.Combine(GetPluginDirPath(), destFileName);
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// Compile if necessary.
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if (FileUtil.FileMissingOrOlder(destPathName, srcPathName)) {
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Debug.WriteLine("Compiling " + srcPathName + " to " + destPathName);
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Assembly asm = CompileCode(srcPathName, destPathName, out report);
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if (asm == null) {
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return null;
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}
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} else {
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Debug.WriteLine("NOT recompiling " + srcPathName);
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report = new FileLoadReport(srcPathName);
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}
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return destPathName;
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}
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/// <summary>
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/// Compiles the script from the specified pathname into an Assembly.
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/// </summary>
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/// <param name="scriptPathName">Script pathname.</param>
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/// <param name="dllPathName">Full pathname for output DLL.</param>
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/// <param name="report">Errors and warnings reported by the compiler.</param>
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/// <returns>Reference to script instance, or null on failure.</returns>
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private static Assembly CompileCode(string scriptPathName, string dllPathName,
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out FileLoadReport report) {
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report = new FileLoadReport(scriptPathName);
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Microsoft.CSharp.CSharpCodeProvider csProvider =
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new Microsoft.CSharp.CSharpCodeProvider();
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CompilerParameters parms = new CompilerParameters();
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// We want a DLL, not an EXE.
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parms.GenerateExecutable = false;
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// Save to disk so other AppDomain can load it.
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parms.GenerateInMemory = false;
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// Be vocal about warnings.
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parms.WarningLevel = 3;
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// Optimization is nice.
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parms.CompilerOptions = "/optimize";
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// Output file name. Must be named appropriately so it can be found.
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parms.OutputAssembly = dllPathName;
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// Add dependencies.
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parms.ReferencedAssemblies.AddRange(sRefAssem);
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#if DEBUG
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// This creates a .pdb file, which allows breakpoints to work.
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parms.IncludeDebugInformation = true;
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#endif
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// Using the "from file" version has an advantage over the "from source"
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// version in that the debugger can find the source file, so things like
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// breakpoints work correctly.
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CompilerResults cr = csProvider.CompileAssemblyFromFile(parms, scriptPathName);
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CompilerErrorCollection cec = cr.Errors;
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foreach (CompilerError ce in cr.Errors) {
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report.Add(ce.Line, ce.Column,
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ce.IsWarning ? FileLoadItem.Type.Warning : FileLoadItem.Type.Error,
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ce.ErrorText);
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}
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if (cr.Errors.HasErrors) {
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return null;
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} else {
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Debug.WriteLine("Compilation successful");
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return cr.CompiledAssembly;
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}
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}
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/// <summary>
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/// Finds the first concrete class that implements IPlugin, and
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/// constructs an instance.
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/// </summary>
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public static IPlugin ConstructIPlugin(Assembly asm) {
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foreach (Type type in asm.GetExportedTypes()) {
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// Using a System.Linq extension method.
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if (type.IsClass && !type.IsAbstract &&
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type.GetInterfaces().Contains(typeof(IPlugin))) {
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ConstructorInfo ctor = type.GetConstructor(Type.EmptyTypes);
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IPlugin iplugin = (IPlugin)ctor.Invoke(null);
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Debug.WriteLine("Created instance: " + iplugin);
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return iplugin;
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}
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}
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return null;
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}
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}
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}
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