maint: hotreload updated to 1.13.7
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@@ -1,8 +1,8 @@
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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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using SingularityGroup.HotReload.Localization;
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namespace SingularityGroup.HotReload {
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internal class ServerHandshake {
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@@ -97,8 +97,8 @@ namespace SingularityGroup.HotReload {
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// handle objections in order of obviousness, most obvious goes first
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if (results.HasFlag(Result.DifferentProject)) {
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await Prompts.ShowQuestionDialog(new QuestionDialog.Config {
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summary = "Hot Reload was started from a different project",
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suggestion = "Please run Hot Reload from the matching Unity project",
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summary = Localization.Translations.Dialogs.DifferentProjectSummary,
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suggestion = Localization.Translations.Dialogs.DifferentProjectSuggestion,
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continueButtonText = "OK",
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cancelButtonText = null,
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});
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@@ -109,8 +109,8 @@ namespace SingularityGroup.HotReload {
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if (results.HasFlag(Result.DifferentCommit)) {
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Prompts.SetConnectionState(ConnectionSummary.DifferencesFound);
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bool yes = await Prompts.ShowQuestionDialog(new QuestionDialog.Config {
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summary = "Editor and current build are on different commits",
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suggestion = "This can cause errors when the build was made on an old commit.",
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summary = Localization.Translations.Dialogs.DifferentCommitSummary,
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suggestion = Localization.Translations.Dialogs.DifferentCommitSuggestion,
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continueButtonText = "Connect",
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});
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if (yes) {
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@@ -188,7 +188,7 @@ namespace SingularityGroup.HotReload {
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Log.Debug("Won't send handshake request because server is not healhy");
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return results;
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}
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Log.Info("Request handshake to Hot Reload server with hostname: {0}", info.hostName);
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Log.Info(string.Format(Localization.Translations.Logging.RequestHandshakeToServer, info.hostName));
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//Log.Debug("Handshake with projectOmissionRegex: \"{0}\"", buildInfo.projectOmissionRegex);
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var response = await RequestHelper.RequestHandshake(info, buildInfo.DefineSymbolsAsHashSet,
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buildInfo.projectOmissionRegex);
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@@ -228,10 +228,10 @@ namespace SingularityGroup.HotReload {
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if (remoteBuildTarget == null) {
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// Should never happen. Server responsed with an error when no BuildInfo at all.
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Log.Warning("Server did not declare its current Unity activeBuildTarget in the handshake response. Will assume it is {0}.", buildInfo.activeBuildTarget);
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Log.Warning(string.Format(Localization.Translations.Errors.HandshakeFailedInvalidBuildTarget, buildInfo.activeBuildTarget));
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results |= Result.QuietWarning;
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} else if (remoteBuildTarget != buildInfo.activeBuildTarget) {
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Log.Warning("Your Unity project is running on {0}. You may need to switch it to {1} for Hot Reload to work.", remoteBuildTarget, buildInfo.activeBuildTarget);
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Log.Warning(string.Format(Localization.Translations.Errors.BuildTargetMismatch, remoteBuildTarget, buildInfo.activeBuildTarget));
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results |= Result.QuietWarning;
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}
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@@ -242,4 +242,3 @@ namespace SingularityGroup.HotReload {
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}
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}
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}
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#endif
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