maint: hotreload updated to 1.13.7
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@@ -1,4 +1,3 @@
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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
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#if UNITY_ANDROID && !UNITY_EDITOR
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#define MOBILE_ANDROID
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#endif
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@@ -18,6 +17,7 @@ using UnityEngine.Networking;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using System.IO;
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using SingularityGroup.HotReload.Localization;
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namespace SingularityGroup.HotReload {
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// entrypoint for Unity Player builds. Not necessary in Unity Editor.
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@@ -42,10 +42,11 @@ namespace SingularityGroup.HotReload {
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bool onlyPrefabMissing;
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if (!IsPlayerWithHotReload(out onlyPrefabMissing)) {
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if (onlyPrefabMissing) {
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Log.Warning("Hot Reload is not available in this build because one or more build settings were not supported.");
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Log.Warning(Localization.Translations.Logging.HotReloadNotAvailableBuildSettings);
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}
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return;
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}
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Translations.LoadDefaultLocalization();
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TryAutoConnect().Forget();
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}
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@@ -55,14 +56,14 @@ namespace SingularityGroup.HotReload {
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buildInfo = await GetBuildInfo();
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} catch (Exception e) {
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if (e is IOException) {
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Log.Warning("Hot Reload is not available in this build because one or more build settings were not supported.");
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Log.Warning(Localization.Translations.Logging.HotReloadNotAvailableBuildSettings);
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} else {
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Log.Error($"Uknown exception happened when reading build info\n{e.GetType().Name}: {e.Message}");
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Log.Error($"{Localization.Translations.Errors.UnknownExceptionReadingBuildInfo}\n{e.GetType().Name}: {e.Message}");
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}
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return;
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}
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if (buildInfo == null) {
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Log.Error($"Uknown issue happened when reading build info.");
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Log.Error(Localization.Translations.Errors.BuildInfoNotFound);
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return;
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}
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@@ -92,7 +93,7 @@ namespace SingularityGroup.HotReload {
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public static Task TryConnectToIpAndPort(string ip, int port) {
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ip = ip.Trim();
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if (buildInfo == null) {
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throw new ArgumentException("Build info not found");
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throw new ArgumentException(Localization.Translations.Logging.BuildInfoNotFound);
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}
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buildInfo.buildMachineHostName = ip;
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buildInfo.buildMachinePort = port;
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@@ -115,7 +116,7 @@ namespace SingularityGroup.HotReload {
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PlayerCodePatcher.UpdateHost(null).Forget();
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}
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Log.Info($"Server is healthy after first handshake? {handshakeOk}");
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Log.Info(string.Format(Localization.Translations.Logging.ServerHealthyAfterHandshake, handshakeOk));
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}
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/// on Android, streaming assets are inside apk zip, which can only be read using unity web request
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@@ -158,4 +159,3 @@ namespace SingularityGroup.HotReload {
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}
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}
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}
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#endif
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