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using System;
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using System.Threading.Tasks;
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using SingularityGroup.HotReload.Editor.Cli;
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using UnityEditor;
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namespace SingularityGroup.HotReload.Editor {
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internal sealed class ExposeServerOption : ComputerOptionBase {
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public override string ShortSummary => "Allow Devices to Connect";
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public override string Summary => "Allow Devices to Connect (WiFi)";
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public override void InnerOnGUI() {
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string description;
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if (GetValue()) {
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description = "The HotReload server is reachable from devices on the same Wifi network";
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} else {
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description = "The HotReload server is available to your computer only. Other devices cannot connect to it.";
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}
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EditorGUILayout.LabelField(description, HotReloadWindowStyles.WrapStyle);
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}
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public override bool GetValue() {
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return HotReloadPrefs.ExposeServerToLocalNetwork;
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}
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public override void SetValue(SerializedObject so, bool val) {
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// AllowAndroidAppToMakeHttpRequestsOption
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if (val == HotReloadPrefs.ExposeServerToLocalNetwork) {
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return;
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}
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HotReloadPrefs.ExposeServerToLocalNetwork = val;
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if (val) {
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// they allowed this one for mobile builds, so now we allow everything else needed for player build to work with HR
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new AllowAndroidAppToMakeHttpRequestsOption().SetValue(so, true);
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}
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RunTask(() => {
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RunOnMainThreadSync(() => {
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var isRunningResult = ServerHealthCheck.I.IsServerHealthy;
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if (isRunningResult) {
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var restartServer = EditorUtility.DisplayDialog("Hot Reload",
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$"When changing '{Summary}', the Hot Reload server must be restarted for this to take effect." +
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"\nDo you want to restart it now?",
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"Restart server", "Don't restart");
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if (restartServer) {
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CodePatcher.I.ClearPatchedMethods();
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EditorCodePatcher.RestartCodePatcher().Forget();
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}
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}
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});
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});
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}
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void RunTask(Action action) {
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var token = HotReloadWindow.Current.cancelToken;
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Task.Run(() => {
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if (token.IsCancellationRequested) return;
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try {
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action();
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} catch (Exception ex) {
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ThreadUtility.LogException(ex, token);
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}
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}, token);
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}
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void RunOnMainThreadSync(Action action) {
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ThreadUtility.RunOnMainThread(action, HotReloadWindow.Current.cancelToken);
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}
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}
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}
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