Improvements to CS Console

* Errors are now logged properly.
* Can now define classes, methods, etc - no longer has to be an expression body.
* Added `StartCoroutine(IEnumerator routine)` helper method to easily run a Coroutine
* Disabling suggestions now properly stops Explorer trying to update suggestion cache instead of just not showing them. In the rare cases that suggestions cause a crash, disabling them will now prevent those crashes.
* Various other misc improvements behind the scenes
This commit is contained in:
Sinai
2021-03-25 18:39:35 +11:00
parent a9fbea7c96
commit 2107df70ad
11 changed files with 289 additions and 56 deletions

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@ -0,0 +1,29 @@
#if MONO
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.Core.CSharp
{
public class DummyBehaviour : MonoBehaviour
{
public static DummyBehaviour Instance;
public static void Setup()
{
var obj = new GameObject("Explorer_DummyBehaviour");
DontDestroyOnLoad(obj);
obj.hideFlags |= HideFlags.HideAndDontSave;
obj.AddComponent<DummyBehaviour>();
}
internal void Awake()
{
Instance = this;
}
}
}
#endif

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@ -15,11 +15,12 @@ namespace UnityExplorer.Core.CSharp
"mscorlib", "System.Core", "System", "System.Xml"
};
private readonly TextWriter tw;
internal static TextWriter _textWriter;
internal static StreamReportPrinter _reportPrinter;
public ScriptEvaluator(TextWriter tw) : base(BuildContext(tw))
{
this.tw = tw;
_textWriter = tw;
ImportAppdomainAssemblies(ReferenceAssembly);
AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;
@ -28,23 +29,22 @@ namespace UnityExplorer.Core.CSharp
public void Dispose()
{
AppDomain.CurrentDomain.AssemblyLoad -= OnAssemblyLoad;
tw.Dispose();
_textWriter.Dispose();
}
private void OnAssemblyLoad(object sender, AssemblyLoadEventArgs args)
{
string name = args.LoadedAssembly.GetName().Name;
if (StdLib.Contains(name))
{
return;
}
ReferenceAssembly(args.LoadedAssembly);
}
private static CompilerContext BuildContext(TextWriter tw)
{
var reporter = new StreamReportPrinter(tw);
_reportPrinter = new StreamReportPrinter(tw);
var settings = new CompilerSettings
{
@ -56,7 +56,7 @@ namespace UnityExplorer.Core.CSharp
EnhancedWarnings = false
};
return new CompilerContext(settings, reporter);
return new CompilerContext(settings, _reportPrinter);
}
private static void ImportAppdomainAssemblies(Action<Assembly> import)

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@ -4,6 +4,11 @@ using UnityExplorer.UI;
using UnityExplorer.UI.Main;
using UnityExplorer.Core.Inspectors;
using UnityExplorer.UI.Main.CSConsole;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.Core.CSharp
{
@ -14,6 +19,11 @@ namespace UnityExplorer.Core.CSharp
ExplorerCore.Log(message);
}
public static void StartCoroutine(IEnumerator ienumerator)
{
RuntimeProvider.Instance.StartConsoleCoroutine(ienumerator);
}
public static void AddUsing(string directive)
{
CSharpConsole.Instance.AddUsing(directive);
@ -21,7 +31,7 @@ namespace UnityExplorer.Core.CSharp
public static void GetUsing()
{
ExplorerCore.Log(CSharpConsole.Instance.m_evaluator.GetUsing());
ExplorerCore.Log(CSharpConsole.Instance.Evaluator.GetUsing());
}
public static void Reset()

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@ -0,0 +1,156 @@
#if CPP
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnhollowerBaseLib;
using UnityEngine;
// CREDIT HerpDerpenstine
// https://github.com/LavaGang/MelonLoader/blob/master/MelonLoader.Support.Il2Cpp/MelonCoroutines.cs
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
public static class Il2CppCoroutine
{
private struct CoroTuple
{
public object WaitCondition;
public IEnumerator Coroutine;
}
private static readonly List<CoroTuple> ourCoroutinesStore = new List<CoroTuple>();
private static readonly List<IEnumerator> ourNextFrameCoroutines = new List<IEnumerator>();
private static readonly List<IEnumerator> ourWaitForFixedUpdateCoroutines = new List<IEnumerator>();
private static readonly List<IEnumerator> ourWaitForEndOfFrameCoroutines = new List<IEnumerator>();
private static readonly List<IEnumerator> tempList = new List<IEnumerator>();
internal static object Start(IEnumerator routine)
{
if (routine != null) ProcessNextOfCoroutine(routine);
return routine;
}
internal static void Stop(IEnumerator enumerator)
{
if (ourNextFrameCoroutines.Contains(enumerator)) // the coroutine is running itself
ourNextFrameCoroutines.Remove(enumerator);
else
{
int coroTupleIndex = ourCoroutinesStore.FindIndex(c => c.Coroutine == enumerator);
if (coroTupleIndex != -1) // the coroutine is waiting for a subroutine
{
object waitCondition = ourCoroutinesStore[coroTupleIndex].WaitCondition;
if (waitCondition is IEnumerator waitEnumerator)
Stop(waitEnumerator);
ourCoroutinesStore.RemoveAt(coroTupleIndex);
}
}
}
private static void ProcessCoroList(List<IEnumerator> target)
{
if (target.Count == 0) return;
// use a temp list to make sure waits made during processing are not handled by same processing invocation
// additionally, a temp list reduces allocations compared to an array
tempList.AddRange(target);
target.Clear();
foreach (var enumerator in tempList) ProcessNextOfCoroutine(enumerator);
tempList.Clear();
}
internal static void Process()
{
for (var i = ourCoroutinesStore.Count - 1; i >= 0; i--)
{
var tuple = ourCoroutinesStore[i];
if (tuple.WaitCondition is WaitForSeconds waitForSeconds)
{
if ((waitForSeconds.m_Seconds -= Time.deltaTime) <= 0)
{
ourCoroutinesStore.RemoveAt(i);
ProcessNextOfCoroutine(tuple.Coroutine);
}
}
}
ProcessCoroList(ourNextFrameCoroutines);
}
internal static void ProcessWaitForFixedUpdate() => ProcessCoroList(ourWaitForFixedUpdateCoroutines);
internal static void ProcessWaitForEndOfFrame() => ProcessCoroList(ourWaitForEndOfFrameCoroutines);
private static void ProcessNextOfCoroutine(IEnumerator enumerator)
{
try
{
if (!enumerator.MoveNext()) // Run the next step of the coroutine. If it's done, restore the parent routine
{
var indices = ourCoroutinesStore.Select((it, idx) => (idx, it)).Where(it => it.it.WaitCondition == enumerator).Select(it => it.idx).ToList();
for (var i = indices.Count - 1; i >= 0; i--)
{
var index = indices[i];
ourNextFrameCoroutines.Add(ourCoroutinesStore[index].Coroutine);
ourCoroutinesStore.RemoveAt(index);
}
return;
}
}
catch (Exception e)
{
ExplorerCore.LogError(e.ToString());
Stop(FindOriginalCoro(enumerator)); // We want the entire coroutine hierachy to stop when an error happen
}
var next = enumerator.Current;
switch (next)
{
case null:
ourNextFrameCoroutines.Add(enumerator);
return;
case WaitForFixedUpdate _:
ourWaitForFixedUpdateCoroutines.Add(enumerator);
return;
case WaitForEndOfFrame _:
ourWaitForEndOfFrameCoroutines.Add(enumerator);
return;
case WaitForSeconds _:
break; // do nothing, this one is supported in Process
case Il2CppObjectBase il2CppObjectBase:
var nextAsEnumerator = il2CppObjectBase.TryCast<Il2CppSystem.Collections.IEnumerator>();
if (nextAsEnumerator != null) // il2cpp IEnumerator also handles CustomYieldInstruction
next = new Il2CppEnumeratorWrapper(nextAsEnumerator);
else
ExplorerCore.LogWarning($"Unknown coroutine yield object of type {il2CppObjectBase} for coroutine {enumerator}");
break;
}
ourCoroutinesStore.Add(new CoroTuple { WaitCondition = next, Coroutine = enumerator });
if (next is IEnumerator nextCoro)
ProcessNextOfCoroutine(nextCoro);
}
private static IEnumerator FindOriginalCoro(IEnumerator enumerator)
{
int index = ourCoroutinesStore.FindIndex(ct => ct.WaitCondition == enumerator);
if (index == -1)
return enumerator;
return FindOriginalCoro(ourCoroutinesStore[index].Coroutine);
}
private class Il2CppEnumeratorWrapper : IEnumerator
{
private readonly Il2CppSystem.Collections.IEnumerator il2cppEnumerator;
public Il2CppEnumeratorWrapper(Il2CppSystem.Collections.IEnumerator il2CppEnumerator) => il2cppEnumerator = il2CppEnumerator;
public bool MoveNext() => il2cppEnumerator.MoveNext();
public void Reset() => il2cppEnumerator.Reset();
public object Current => il2cppEnumerator.Current;
}
}
}
#endif

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@ -10,6 +10,7 @@ using UnhollowerRuntimeLib;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using System.Collections;
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
@ -41,6 +42,11 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
}
}
public override void StartConsoleCoroutine(IEnumerator routine)
{
Il2CppCoroutine.Start(routine);
}
internal delegate IntPtr d_LayerToName(int layer);
public override string LayerToName(int layer)

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@ -1,5 +1,6 @@
#if MONO
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
@ -7,6 +8,7 @@ using System.Text;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityExplorer.Core;
using UnityExplorer.Core.CSharp;
namespace UnityExplorer.Core.Runtime.Mono
{
@ -25,6 +27,11 @@ namespace UnityExplorer.Core.Runtime.Mono
//SceneManager.activeSceneChanged += ExplorerCore.Instance.OnSceneLoaded2;
}
public override void StartConsoleCoroutine(IEnumerator routine)
{
DummyBehaviour.Instance.StartCoroutine(routine);
}
public override string LayerToName(int layer)
=> LayerMask.LayerToName(layer);
@ -50,4 +57,12 @@ namespace UnityExplorer.Core.Runtime.Mono
}
}
public static class MonoExtensions
{
public static void Clear(this StringBuilder sb)
{
sb.Remove(0, sb.Length);
}
}
#endif

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@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@ -36,6 +37,8 @@ namespace UnityExplorer.Core.Runtime
public abstract void SetupEvents();
public abstract void StartConsoleCoroutine(IEnumerator routine);
// Unity API handlers
public abstract string LayerToName(int layer);