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1 | | -/// OSVR-Unity Connection |
2 | | -/// |
3 | | -/// <copyright> |
4 | | -/// Copyright 2014 Sensics, Inc. |
5 | | -/// |
6 | | -/// Licensed under the Apache License, Version 2.0 (the "License"); |
7 | | -/// you may not use this file except in compliance with the License. |
8 | | -/// You may obtain a copy of the License at |
9 | | -/// |
10 | | -/// http://www.apache.org/licenses/LICENSE-2.0 |
11 | | -/// |
12 | | -/// Unless required by applicable law or agreed to in writing, software |
13 | | -/// distributed under the License is distributed on an "AS IS" BASIS, |
14 | | -/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
15 | | -/// See the License for the specific language governing permissions and |
16 | | -/// limitations under the License. |
17 | | -/// </copyright> |
18 | | - |
19 | | -using System; |
20 | | -using System.IO; |
21 | | -using System.Text; |
22 | | - |
23 | | -namespace OSVR |
24 | | -{ |
25 | | - namespace Unity |
26 | | - { |
27 | | - public class DLLSearchPathFixer |
28 | | - { |
29 | | - /// <summary> |
30 | | - /// Call in a static constructor of an object depending on native code. |
31 | | - /// |
32 | | - /// It is required if that native DLL being accessed depends on other native DLLs alongside it. |
33 | | - /// </summary> |
34 | | - public static void fix() |
35 | | - { |
36 | | - string[] dllPaths = { |
37 | | - "Assets" + Path.DirectorySeparatorChar + "Plugins", |
38 | | - "Assets"+ Path.DirectorySeparatorChar + "Plugins"+ Path.DirectorySeparatorChar + "x86", // todo don't hardcode this |
39 | | - "StreamingAssets"+ Path.DirectorySeparatorChar + "Plugins", |
40 | | - "StreamingAssets"+ Path.DirectorySeparatorChar + "Plugins"+ Path.DirectorySeparatorChar + "x86" // todo don't hardcode this |
41 | | - }; |
42 | | - // Amend DLL search path - see http://forum.unity3d.com/threads/dllnotfoundexception-when-depend-on-another-dll.31083/#post-1042180 |
43 | | - // for original inspiration for this code. |
44 | | - string currentPath = Environment.GetEnvironmentVariable("PATH", EnvironmentVariableTarget.Process); |
45 | | - string[] currentPaths = currentPath.Split(Path.PathSeparator); |
46 | | - StringBuilder paths = new StringBuilder(); |
47 | | - foreach (string dllPath in dllPaths) |
48 | | - { |
49 | | - String fullDllPath = Environment.CurrentDirectory + Path.DirectorySeparatorChar + dllPath; |
50 | | - if (Array.IndexOf(currentPaths, fullDllPath) < 0) |
51 | | - { |
52 | | - paths.AppendFormat("{1}{0}", Path.PathSeparator, fullDllPath); |
53 | | - } |
54 | | - } |
55 | | - // Keeps our new paths in front. |
56 | | - paths.Append(currentPath); |
57 | | - Environment.SetEnvironmentVariable("PATH", paths.ToString(), EnvironmentVariableTarget.Process); |
58 | | - } |
59 | | - |
60 | | - } |
61 | | - } |
62 | | -} |
| 1 | +/// OSVR-Unity Connection |
| 2 | +/// |
| 3 | +/// <copyright> |
| 4 | +/// Copyright 2014 Sensics, Inc. |
| 5 | +/// |
| 6 | +/// Licensed under the Apache License, Version 2.0 (the "License"); |
| 7 | +/// you may not use this file except in compliance with the License. |
| 8 | +/// You may obtain a copy of the License at |
| 9 | +/// |
| 10 | +/// http://www.apache.org/licenses/LICENSE-2.0 |
| 11 | +/// |
| 12 | +/// Unless required by applicable law or agreed to in writing, software |
| 13 | +/// distributed under the License is distributed on an "AS IS" BASIS, |
| 14 | +/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 15 | +/// See the License for the specific language governing permissions and |
| 16 | +/// limitations under the License. |
| 17 | +/// </copyright> |
| 18 | + |
| 19 | +using System; |
| 20 | +using System.Collections.Generic; |
| 21 | +using System.IO; |
| 22 | +using UnityEngine; |
| 23 | + |
| 24 | +namespace OSVR |
| 25 | +{ |
| 26 | + namespace Unity |
| 27 | + { |
| 28 | + public class DLLSearchPathFixer |
| 29 | + { |
| 30 | + /// <summary> |
| 31 | + /// Call in a static constructor of an object depending on native code. |
| 32 | + /// |
| 33 | + /// It is required if that native DLL being accessed depends on other native DLLs alongside it. |
| 34 | + /// </summary> |
| 35 | + public static void fix() |
| 36 | + { |
| 37 | + // Amend DLL search path - see http://forum.unity3d.com/threads/dllnotfoundexception-when-depend-on-another-dll.31083/#post-1042180 |
| 38 | + // for original inspiration for this code. |
| 39 | + |
| 40 | + var fixer = new DLLSearchPathFixer(); |
| 41 | + fixer.ConditionallyAddRelativeDir("Plugins"); |
| 42 | + fixer.ConditionallyAddRelativeDir(new List<String>() { "Plugins", IntPtr.Size == 4 ? "x86" : "x86_64" }); |
| 43 | + fixer.ApplyChanges(); |
| 44 | + } |
| 45 | + |
| 46 | + /// <summary> |
| 47 | + /// Constructor for private use as a helper within the static fix() method. |
| 48 | + /// </summary> |
| 49 | + private DLLSearchPathFixer() |
| 50 | + { |
| 51 | + var currentPath = Environment.GetEnvironmentVariable("PATH", EnvironmentVariableTarget.Process); |
| 52 | + //Debug.Log(String.Format("Old PATH: {0}", currentPath)); |
| 53 | + OrigDirs = new List<string>(currentPath.Split(Path.PathSeparator)); |
| 54 | + UnityDataDir = Application.dataPath; |
| 55 | + UnityDataDirBackslashed = Application.dataPath.Replace("/", "\\"); |
| 56 | + } |
| 57 | + |
| 58 | + /// <summary> |
| 59 | + /// Update the process environment PATH variable to contain the full list (entries new and old) of directories. |
| 60 | + /// </summary> |
| 61 | + private void ApplyChanges() |
| 62 | + { |
| 63 | + // Combine new and old dirs |
| 64 | + var allDirs = new List<String>(NewDirs); |
| 65 | + allDirs.AddRange(OrigDirs); |
| 66 | + |
| 67 | + var newPathString = String.Join(Path.PathSeparator.ToString(), allDirs.ToArray()); |
| 68 | + //Debug.Log(String.Format("New PATH: {0}", newPathString)); |
| 69 | + Environment.SetEnvironmentVariable("PATH", newPathString, EnvironmentVariableTarget.Process); |
| 70 | + } |
| 71 | + |
| 72 | + /// <summary> |
| 73 | + /// If a directory specified relative to the Unity data dir is not yet in the PATH, add it. |
| 74 | + /// </summary> |
| 75 | + /// <param name="dirComponents">Components of a directory name relative to the Unity data dir.</param> |
| 76 | + private void ConditionallyAddRelativeDir(List<string> dirComponents) |
| 77 | + { |
| 78 | + ConditionallyAddRelativeDir(PathTools.Combine(dirComponents)); |
| 79 | + } |
| 80 | + |
| 81 | + /// <summary> |
| 82 | + /// If a directory specified relative to the Unity data dir is not yet in the PATH, add it. |
| 83 | + /// </summary> |
| 84 | + /// <param name="dirComponents">A directory name relative to the Unity data dir.</param> |
| 85 | + private void ConditionallyAddRelativeDir(string relativePortion) |
| 86 | + { |
| 87 | + if (IsRelativeDirIncludedInPath(relativePortion)) |
| 88 | + { |
| 89 | + // early out. |
| 90 | + return; |
| 91 | + } |
| 92 | + NewDirs.Add(PathTools.Combine(UnityDataDir, relativePortion)); |
| 93 | + } |
| 94 | + |
| 95 | + /// <summary> |
| 96 | + /// Checks to see if a directory specified relative to the Unity data dir is included in the path so far. |
| 97 | + /// It checks using both forward-slashed and backslashed versions of the Unity data dir. |
| 98 | + /// </summary> |
| 99 | + /// <param name="relativePortion">Directory relative to the Unity data dir</param> |
| 100 | + /// <returns>true if the given directory is included in the path so far</returns> |
| 101 | + private bool IsRelativeDirIncludedInPath(string relativePortion) |
| 102 | + { |
| 103 | + return IsIncludedInPath(PathTools.Combine(UnityDataDir, relativePortion)) || IsIncludedInPath(PathTools.Combine(UnityDataDirBackslashed, relativePortion)); |
| 104 | + } |
| 105 | + |
| 106 | + /// <summary> |
| 107 | + /// Checks to see if a directory is included in the path so far (both new and old directories). |
| 108 | + /// </summary> |
| 109 | + /// <param name="dir">Directory name</param> |
| 110 | + /// <returns>true if the given directory name is found in either the new or old directory lists.</returns> |
| 111 | + private bool IsIncludedInPath(string dir) |
| 112 | + { |
| 113 | + return NewDirs.Contains(dir) || OrigDirs.Contains(dir); |
| 114 | + } |
| 115 | + |
| 116 | + private string UnityDataDir; |
| 117 | + private string UnityDataDirBackslashed; |
| 118 | + private List<string> NewDirs = new List<string>(); |
| 119 | + private List<string> OrigDirs; |
| 120 | + |
| 121 | + /// <summary> |
| 122 | + /// Utilities for combining path components with a wider variety of input data types than System.IO.Path.Combine |
| 123 | + /// </summary> |
| 124 | + private class PathTools |
| 125 | + { |
| 126 | + internal static string Combine(string a, string b) |
| 127 | + { |
| 128 | + return Path.Combine(a, b); |
| 129 | + } |
| 130 | + |
| 131 | + internal static string Combine(string[] components) |
| 132 | + { |
| 133 | + return String.Join(Path.DirectorySeparatorChar.ToString(), components); |
| 134 | + } |
| 135 | + |
| 136 | + internal static string Combine(List<String> components) |
| 137 | + { |
| 138 | + return PathTools.Combine(components.ToArray()); |
| 139 | + } |
| 140 | + } |
| 141 | + } |
| 142 | + } |
| 143 | +} |
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