105 lines
4.0 KiB
C#
105 lines
4.0 KiB
C#
#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
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using JetBrains.Annotations;
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using UnityEngine;
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using UnityEngine.UI;
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namespace SingularityGroup.HotReload {
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internal class RetryDialog : MonoBehaviour {
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[Header("UI controls")]
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public Button buttonHide;
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public Button buttonRetryAutoPair;
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public Button buttonTroubleshoot;
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public Text textSummary;
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public Text textSuggestion;
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public InputField ipInput;
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[Tooltip("Hidden by default")]
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public Text textForDebugging;
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[Header("For HotReload Devs")]
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// In Unity Editor, click checkbox to see info helpful for debugging bugs
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public bool enableDebugging;
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// [Header("Other")]
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// [Tooltip("Used when your project does not create an EventSystem early enough")]
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// public GameObject fallbackEventSystem;
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private static RetryDialog _I;
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public string DebugInfo {
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set {
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textForDebugging.text = value;
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}
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}
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public bool autoConnect { get; set; }
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void Start() {
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buttonHide.onClick.AddListener(() => {
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Hide();
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});
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buttonRetryAutoPair.onClick.AddListener(() => {
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Hide();
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int port;
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var ipAndPort = ipInput.textComponent.text.Split(':');
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if (ipAndPort.Length != 2 || !int.TryParse(ipAndPort[1], out port)) {
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port = PlayerEntrypoint.PlayerBuildInfo?.buildMachinePort ?? RequestHelper.defaultPort;
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}
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var ip = ipAndPort.Length > 0 ? ipAndPort[0] : string.Empty;
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PlayerEntrypoint.TryConnectToIpAndPort(ip, port);
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});
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buttonTroubleshoot.onClick.AddListener(() => {
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Application.OpenURL("https://hotreload.net/documentation#connection-issues");
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});
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}
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[CanBeNull]
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public static PatchServerInfo TargetServer { private get; set; } = null;
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public static ServerHandshake.Result HandshakeResults { private get; set; } = ServerHandshake.Result.None;
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private void OnEnable() {
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ipInput.text = $"{PlayerEntrypoint.PlayerBuildInfo?.buildMachineHostName}:{PlayerEntrypoint.PlayerBuildInfo?.buildMachinePort}";
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UpdateUI();
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}
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void Update() {
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UpdateUI();
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}
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void UpdateUI() {
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// assumes that auto-pair already tried for several seconds
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// suggestions to help the user when auto-pair is failing
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var networkText = Application.isMobilePlatform ? "WiFi" : "LAN/WiFi";
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var noWifiNetwork = $"Is this device connected to {networkText}?";
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var waitForCompiling = "Wait for compiling to finish before trying again";
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var targetNetworkIsReachable = $"Make sure you're on the same {networkText} network. Also ensure Hot Reload is running";
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if (Application.internetReachability != NetworkReachability.ReachableViaLocalAreaNetwork) {
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textSuggestion.text = noWifiNetwork;
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} else if (HandshakeResults.HasFlag(ServerHandshake.Result.WaitForCompiling)) {
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// Note: Technically the player could do the waiting itself, and handshake again with the server
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// only after compiling finishes... Telling the user to do that is easier to implement though.
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textSuggestion.text = waitForCompiling;
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} else {
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textSuggestion.text = targetNetworkIsReachable;
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}
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textSummary.text = autoConnect ? "Auto-pair encountered an issue" : "Connection failed";
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if (enableDebugging && textForDebugging) {
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textForDebugging.enabled = true;
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textForDebugging.text = $"the target = {TargetServer}";
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}
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}
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/// hide this dialog
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void Hide() {
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gameObject.SetActive(false); // this should disable the Update loop?
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}
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}
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}
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#endif
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