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station_obscurum_unity/Assets/FishNet/Runtime/Editor/CodeStripping.cs

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2023-05-31 17:32:21 +02:00

using FishNet.Configuring;
using System.IO;
using UnityEngine;
using System.Xml.Serialization;
#if UNITY_EDITOR
using FishNet.Editing.PrefabCollectionGenerator;
using UnityEditor.Compilation;
using UnityEditor.Build.Reporting;
using UnityEditor;
using UnityEditor.Build;
#endif
namespace FishNet.Configuring
{
public class CodeStripping
{
/// <summary>
/// True if making a release build for client.
/// </summary>
public static bool ReleasingForClient => (Configuration.Configurations.CodeStripping.IsBuilding && !Configuration.Configurations.CodeStripping.IsHeadless && !Configuration.Configurations.CodeStripping.IsDevelopment);
/// <summary>
/// True if making a release build for server.
/// </summary>
public static bool ReleasingForServer => (Configuration.Configurations.CodeStripping.IsBuilding && Configuration.Configurations.CodeStripping.IsHeadless && !Configuration.Configurations.CodeStripping.IsDevelopment);
/// <summary>
/// Returns if to remove server logic.
/// </summary>
/// <returns></returns>
public static bool RemoveServerLogic
{
get
{
/* This is to protect non pro users from enabling this
* without the extra logic code. */
#pragma warning disable CS0162 // Unreachable code detected
return false;
#pragma warning restore CS0162 // Unreachable code detected
}
}
/// <summary>
/// True if building and stripping is enabled.
/// </summary>
public static bool StripBuild
{
get
{
/* This is to protect non pro users from enabling this
* without the extra logic code. */
#pragma warning disable CS0162 // Unreachable code detected
return false;
#pragma warning restore CS0162 // Unreachable code detected
}
}
/// <summary>
/// Technique to strip methods.
/// </summary>
public static StrippingTypes StrippingType => (StrippingTypes)Configuration.Configurations.CodeStripping.StrippingType;
private static object _compilationContext;
public int callbackOrder => 0;
#if UNITY_EDITOR
public void OnPreprocessBuild(BuildReport report)
{
Generator.IgnorePostProcess = true;
Generator.GenerateFull();
CompilationPipeline.compilationStarted += CompilationPipelineOnCompilationStarted;
CompilationPipeline.compilationFinished += CompilationPipelineOnCompilationFinished;
}
/* Solution for builds ending with errors and not triggering OnPostprocessBuild.
* Link: https://gamedev.stackexchange.com/questions/181611/custom-build-failure-callback
*/
private void CompilationPipelineOnCompilationStarted(object compilationContext)
{
_compilationContext = compilationContext;
}
private void CompilationPipelineOnCompilationFinished(object compilationContext)
{
if (compilationContext != _compilationContext)
return;
_compilationContext = null;
CompilationPipeline.compilationStarted -= CompilationPipelineOnCompilationStarted;
CompilationPipeline.compilationFinished -= CompilationPipelineOnCompilationFinished;
BuildingEnded();
}
private void BuildingEnded()
{
Generator.IgnorePostProcess = false;
}
public void OnPostprocessBuild(BuildReport report)
{
BuildingEnded();
}
#endif
}
}