123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171 |
- #if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
- using System;
- using System.Collections.Generic;
- using System.IO;
- using JetBrains.Annotations;
- using SingularityGroup.HotReload.Newtonsoft.Json;
- using UnityEngine;
- using UnityEngine.Serialization;
- namespace SingularityGroup.HotReload {
- /// <summary>
- /// Information about the Unity Player build.
- /// </summary>
- /// <remarks>
- /// <para>
- /// This info is used by the HotReload Server to compile your project in the same way that the Unity Player build was compiled.<br/>
- /// For example, when building for Android, Unity sets a bunch of define symbols like UNITY_ANDROID.
- /// </para>
- /// <para>
- /// Information that changes between builds is generated at build-time and put in StreamingAssets/.<br/>
- /// This approach means that builds do not need to modify a project file (making file dirty in git). For example,
- /// whenever user makes a mono build, the CommitHash changes and we need to regenerate the BuildInfo.
- /// </para>
- /// </remarks>
- [Serializable]
- class BuildInfo {
- /// <summary>
- /// Uniquely identifies the Unity project.
- /// </summary>
- /// <remarks>
- /// Used on-device to check if Hot Reload server is compatible with the Unity project (same project).<br/>
- /// When your computer has multiple Unity projects open, each project should provide a different value.<br/>
- /// This identifier must also be the same between two different computers that are collaborating on the same project.
- ///
- /// <para>
- /// Edge-case: when a user copy pastes an entire Unity project and has both open at once,
- /// then it's fine for this identifier to be the same.
- /// </para>
- /// </remarks>
- public string projectIdentifier;
- /// <summary>
- /// Git commit hash
- /// </summary>
- /// <remarks>
- /// Used to detect that your code is different to when the build was made.
- /// </remarks>
- public string commitHash;
- /// <summary>
- /// List of define symbols that were active when this build was made.
- /// </summary>
- /// <remarks>
- /// Separate the symbols with a semi-colon character ';'
- /// </remarks>
- public string defineSymbols;
-
- /// <summary>
- /// A regex of C# project names (*.csproj) to be omitted from compilation.
- /// </summary>
- /// <example>
- /// "MyTests|MyEditorAssembly"
- /// </example>
- [FormerlySerializedAs("projectExclusionRegex")]
- public string projectOmissionRegex;
- /// <summary>
- /// The computer that made the Android (or Standalone etc) build.<br/>
- /// The hostname (ip address) where Hot Reload server would be listening.
- /// </summary>
- public string buildMachineHostName;
-
- /// <summary>
- /// The computer that made the Android (or Standalone etc) build.<br/>
- /// The port where Hot Reload server would be listening.
- /// </summary>
- public int buildMachinePort;
- /// <summary>
- /// Selected build target in Unity Editor.
- /// </summary>
- public string activeBuildTarget;
-
- /// <summary>
- /// Used to pass in the origin onto the phone which is used to identify the correct server.
- /// </summary>
- public string buildMachineRequestOrigin;
- [JsonIgnore]
- public HashSet<string> DefineSymbolsAsHashSet {
- get {
- var symbols = defineSymbols.Trim().Split(';');
- // split on an empty string produces 1 empty string
- if (symbols.Length == 1 && symbols[0] == string.Empty) {
- return new HashSet<string>();
- }
- return new HashSet<string>(symbols);
- }
- }
- [JsonIgnore]
- public PatchServerInfo BuildMachineServer {
- get {
- if (buildMachineHostName == null || buildMachinePort == 0) {
- return null;
- }
- return new PatchServerInfo(buildMachineHostName, buildMachinePort, commitHash, null, customRequestOrigin: buildMachineRequestOrigin);
- }
- }
- public string ToJson() {
- return JsonConvert.SerializeObject(this);
- }
- [CanBeNull]
- public static BuildInfo FromJson(string json) {
- if (string.IsNullOrEmpty(json)) {
- return null;
- }
- return JsonConvert.DeserializeObject<BuildInfo>(json);
- }
- /// <summary>
- /// Path to read/write the json file to.
- /// </summary>
- /// <returns>A filepath that is inside the player build</returns>
- public static string GetStoredPath() {
- return Path.Combine(Application.streamingAssetsPath, GetStoredName());
- }
- public static string GetStoredName() {
- return "HotReload_BuildInfo.json";
- }
- /// <returns>True if the commit hashes are definately different, otherwise False</returns>
- public bool IsDifferentCommit(string remoteCommit) {
- if (commitHash == PatchServerInfo.UnknownCommitHash) {
- return false;
- }
- return !SameCommit(commitHash, remoteCommit);
- }
- /// <summary>
- /// Checks whether the commits are equivalent.
- /// </summary>
- /// <param name="commitA"></param>
- /// <param name="commitB"></param>
- /// <returns>False if the commit hashes are definately different, otherwise True</returns>
- public static bool SameCommit(string commitA, string commitB) {
- if (commitA == null) {
- // unknown commit hash, so approve anything
- return true;
- }
- if (commitA.Length == commitB.Length) {
- return commitA == commitB;
- } else if (commitA.Length >= 6 && commitB.Length >= 6) {
- // depending on OS, the git log pretty output has different length (7 or 8 chars)
- // if the longer hash starts with the shorter hash, return true
- // Assumption: commits have different length.
- var longer = commitA.Length > commitB.Length ? commitA : commitB;
- var shorter = commitA.Length > commitB.Length ? commitB : commitA;
-
- return longer.StartsWith(shorter);
- }
- return false;
- }
- }
- }
- #endif
|