172 lines
6.5 KiB
C#
172 lines
6.5 KiB
C#
#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
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using System;
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using System.Collections.Generic;
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using System.IO;
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using JetBrains.Annotations;
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using SingularityGroup.HotReload.Newtonsoft.Json;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace SingularityGroup.HotReload {
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/// <summary>
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/// Information about the Unity Player build.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This info is used by the HotReload Server to compile your project in the same way that the Unity Player build was compiled.<br/>
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/// For example, when building for Android, Unity sets a bunch of define symbols like UNITY_ANDROID.
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/// </para>
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/// <para>
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/// Information that changes between builds is generated at build-time and put in StreamingAssets/.<br/>
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/// This approach means that builds do not need to modify a project file (making file dirty in git). For example,
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/// whenever user makes a mono build, the CommitHash changes and we need to regenerate the BuildInfo.
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/// </para>
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/// </remarks>
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[Serializable]
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class BuildInfo {
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/// <summary>
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/// Uniquely identifies the Unity project.
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/// </summary>
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/// <remarks>
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/// Used on-device to check if Hot Reload server is compatible with the Unity project (same project).<br/>
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/// When your computer has multiple Unity projects open, each project should provide a different value.<br/>
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/// This identifier must also be the same between two different computers that are collaborating on the same project.
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///
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/// <para>
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/// Edge-case: when a user copy pastes an entire Unity project and has both open at once,
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/// then it's fine for this identifier to be the same.
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/// </para>
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/// </remarks>
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public string projectIdentifier;
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/// <summary>
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/// Git commit hash
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/// </summary>
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/// <remarks>
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/// Used to detect that your code is different to when the build was made.
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/// </remarks>
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public string commitHash;
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/// <summary>
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/// List of define symbols that were active when this build was made.
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/// </summary>
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/// <remarks>
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/// Separate the symbols with a semi-colon character ';'
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/// </remarks>
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public string defineSymbols;
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/// <summary>
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/// A regex of C# project names (*.csproj) to be omitted from compilation.
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/// </summary>
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/// <example>
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/// "MyTests|MyEditorAssembly"
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/// </example>
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[FormerlySerializedAs("projectExclusionRegex")]
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public string projectOmissionRegex;
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/// <summary>
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/// The computer that made the Android (or Standalone etc) build.<br/>
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/// The hostname (ip address) where Hot Reload server would be listening.
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/// </summary>
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public string buildMachineHostName;
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/// <summary>
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/// The computer that made the Android (or Standalone etc) build.<br/>
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/// The port where Hot Reload server would be listening.
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/// </summary>
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public int buildMachinePort;
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/// <summary>
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/// Selected build target in Unity Editor.
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/// </summary>
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public string activeBuildTarget;
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/// <summary>
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/// Used to pass in the origin onto the phone which is used to identify the correct server.
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/// </summary>
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public string buildMachineRequestOrigin;
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[JsonIgnore]
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public HashSet<string> DefineSymbolsAsHashSet {
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get {
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var symbols = defineSymbols.Trim().Split(';');
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// split on an empty string produces 1 empty string
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if (symbols.Length == 1 && symbols[0] == string.Empty) {
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return new HashSet<string>();
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}
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return new HashSet<string>(symbols);
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}
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}
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[JsonIgnore]
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public PatchServerInfo BuildMachineServer {
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get {
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if (buildMachineHostName == null || buildMachinePort == 0) {
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return null;
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}
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return new PatchServerInfo(buildMachineHostName, buildMachinePort, commitHash, null, customRequestOrigin: buildMachineRequestOrigin);
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}
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}
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public string ToJson() {
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return JsonConvert.SerializeObject(this);
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}
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[CanBeNull]
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public static BuildInfo FromJson(string json) {
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if (string.IsNullOrEmpty(json)) {
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return null;
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}
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return JsonConvert.DeserializeObject<BuildInfo>(json);
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}
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/// <summary>
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/// Path to read/write the json file to.
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/// </summary>
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/// <returns>A filepath that is inside the player build</returns>
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public static string GetStoredPath() {
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return Path.Combine(Application.streamingAssetsPath, GetStoredName());
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}
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public static string GetStoredName() {
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return "HotReload_BuildInfo.json";
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}
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/// <returns>True if the commit hashes are definately different, otherwise False</returns>
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public bool IsDifferentCommit(string remoteCommit) {
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if (commitHash == PatchServerInfo.UnknownCommitHash) {
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return false;
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}
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return !SameCommit(commitHash, remoteCommit);
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}
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/// <summary>
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/// Checks whether the commits are equivalent.
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/// </summary>
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/// <param name="commitA"></param>
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/// <param name="commitB"></param>
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/// <returns>False if the commit hashes are definately different, otherwise True</returns>
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public static bool SameCommit(string commitA, string commitB) {
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if (commitA == null) {
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// unknown commit hash, so approve anything
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return true;
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}
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if (commitA.Length == commitB.Length) {
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return commitA == commitB;
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} else if (commitA.Length >= 6 && commitB.Length >= 6) {
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// depending on OS, the git log pretty output has different length (7 or 8 chars)
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// if the longer hash starts with the shorter hash, return true
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// Assumption: commits have different length.
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var longer = commitA.Length > commitB.Length ? commitA : commitB;
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var shorter = commitA.Length > commitB.Length ? commitB : commitA;
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return longer.StartsWith(shorter);
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}
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return false;
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}
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}
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}
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#endif
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