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