com.robotsquid.squidhub 0.5.6 → 0.5.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +35 -0
- package/Editor/SquidHubBuildProcessor.cs +36 -0
- package/Editor/SquidHubBuildWindow.cs +291 -0
- package/Editor/SquidHubBuildWindow.cs.meta +11 -0
- package/Editor/SquidHubJson.cs +346 -0
- package/Editor/SquidHubJson.cs.meta +11 -0
- package/Editor/SquidHubManifest.cs +355 -0
- package/Editor/SquidHubManifest.cs.meta +11 -0
- package/Editor/SquidHubManifestWindow.cs +292 -0
- package/Editor/SquidHubManifestWindow.cs.meta +11 -0
- package/Editor/SquidHubUploadSettings.cs +40 -0
- package/Editor/SquidHubUploader.cs +136 -16
- package/README.md +45 -12
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -1,5 +1,40 @@
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# Changelog
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## 0.5.7
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**The manifest is a form now, and a build can go out in one action.**
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`SquidHub → Game Manifest…` edits `manifest.json` beside `Assets/` — id, title,
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capabilities, save schema, orientations, aspect window, sound. It is the same
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file `squidhub-release` reads, so the Editor and the CLI cannot disagree about
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what a game declares.
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`SquidHub → Build and Upload…` picks a build profile, builds it, and uploads the
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result through the same refusals a hand-picked folder goes through.
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**The post-build step now writes `manifest.json` into the output.** Without it a
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build declares nothing — the server reads the manifest out of the uploaded bytes
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and ignores anything posted alongside the upload, so every Unity build made
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before this one carried save schema 1 and no display constraints regardless of
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what the project's manifest said.
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⚠️ **"Publish the build" is ticked by default and works on DEV ONLY.** On prod
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the server refuses a key-authorised publish and the Editor says so; the upload
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still succeeds and the build arrives registered, not live. Promoting a build for
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every player is an owner decision made by a person in the console — an upload
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key lives in CI configs and Editor preferences, and letting one promote on prod
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would mean a leaked key can replace the live build for everyone. `keyMayPublish`
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is an allowlist, so an environment invented later is refused by default rather
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than inheriting the dangerous answer.
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⚠️ **The manifest editor preserves keys it does not model.** `skus`,
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`achievements` and `rewardTable` survive a save untouched. Round-tripping
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through a typed model would have deleted a publisher's catalogue declaration and
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they would have found out one release later.
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⚠️ **A capability tick is a declaration, not a grant.** The dialog says so beside
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the boxes that need review.
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## 0.5.6
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⚠️ **Fixes an upload that did nothing and said nothing.** `SquidHub → Upload
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@@ -83,12 +83,48 @@ namespace SquidHub.Editor
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File.WriteAllText(indexPath, result.Html);
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foreach (var note in result.Notes) log.Append(" ✓ ").Append(note).Append('\n');
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WriteManifest(outDir, log);
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log.Append("\nPush it with:\n node src/cli.mjs push --game <slug> --dir ")
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.Append(outDir).Append(" --env=dev --verify");
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Debug.Log(log.ToString());
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}
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/// <summary>
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/// Writes the game's declaration into the build.
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///
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/// ⚠️ Without this file the build declares NOTHING. The server reads
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/// `manifest.json` out of the uploaded bytes — never from anything the
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/// client posts alongside the upload — so an absent manifest means the
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/// default everything: save schema 1, no display constraints, and a
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/// rollback guard that cannot fire.
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///
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/// ⚠️ A WARNING, not a build failure. A publisher mid-setup has no
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/// manifest yet and their build is still perfectly runnable; refusing it
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/// would make the package harder to adopt than to ignore. An
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/// UNREADABLE or INVALID manifest is louder, because that one is a file
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/// they wrote and believe is in effect.
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/// </summary>
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private static void WriteManifest(string outDir, StringBuilder log)
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{
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if (!File.Exists(SquidHubUploadSettings.ManifestPath))
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{
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log.Append(" · no manifest.json — this build declares nothing. " +
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"Set one up in SquidHub → Game Manifest…\n");
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return;
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}
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if (!SquidHubManifestWindow.WriteInto(outDir, out var problem))
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{
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Debug.LogError("SquidHub: manifest.json was NOT written into the build, so it " +
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"declares nothing:\n" + problem);
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return;
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}
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log.Append(" ✓ wrote manifest.json\n");
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}
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private static bool InstallBridge(string outDir, StringBuilder log)
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{
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var source = SquidHubPackage.FindBridge();
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@@ -0,0 +1,291 @@
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// SquidHub → Build and Upload… — pick a build profile, build, upload, publish.
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//
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// ⚠️ Build profiles are a Unity 6 feature and this package supports 2021.3, so
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// everything that touches `UnityEditor.Build.Profile` is behind a version
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// guard. On an older Editor the window still uploads; it just cannot build.
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//
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// ⚠️ It uploads THE FOLDER IT JUST BUILT, through the same
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// `SquidHubUploader.Begin` a hand-picked folder goes through. One set of
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// refusals, so a build made here cannot bypass a check a manual upload applies.
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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using UnityEngine;
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#if UNITY_6000_0_OR_NEWER
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using UnityEditor.Build.Profile;
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#endif
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namespace SquidHub.Editor
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{
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internal sealed class SquidHubBuildWindow : EditorWindow
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{
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private Vector2 _scroll;
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#if UNITY_6000_0_OR_NEWER
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private BuildProfile[] _profiles = new BuildProfile[0];
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private string[] _names = new string[0];
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private int _selected = -1;
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#endif
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[MenuItem("SquidHub/Build and Upload…", priority = 12)]
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private static void Open()
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{
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var window = GetWindow<SquidHubBuildWindow>(true, "SquidHub Build and Upload", true);
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window.minSize = new Vector2(520, 400);
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window.Refresh();
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}
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private void Refresh()
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{
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#if UNITY_6000_0_OR_NEWER
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// ⚠️ AssetDatabase, not BuildProfile's own enumerator. This is the
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// public, version-stable way to find them, and it also picks up a
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// profile created since the window was opened.
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_profiles = AssetDatabase.FindAssets("t:BuildProfile")
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.Select(AssetDatabase.GUIDToAssetPath)
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.OrderBy(path => path)
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.Select(AssetDatabase.LoadAssetAtPath<BuildProfile>)
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.Where(profile => profile != null)
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.ToArray();
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_names = _profiles.Select(p => AssetDatabase.GetAssetPath(p)).ToArray();
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var remembered = SquidHubUploadSettings.BuildProfilePath;
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_selected = System.Array.IndexOf(_names, remembered);
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// Fall back to whatever the Editor itself is set to build.
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if (_selected < 0)
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{
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var active = BuildProfile.GetActiveBuildProfile();
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if (active != null)
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_selected = System.Array.IndexOf(_names, AssetDatabase.GetAssetPath(active));
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}
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if (_selected < 0 && _profiles.Length > 0) _selected = 0;
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#endif
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}
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private void OnGUI()
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{
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_scroll = EditorGUILayout.BeginScrollView(_scroll);
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DrawProfile();
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EditorGUILayout.Space();
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DrawOutput();
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EditorGUILayout.Space();
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DrawPublish();
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EditorGUILayout.Space();
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DrawManifestSummary();
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EditorGUILayout.EndScrollView();
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EditorGUILayout.Space();
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DrawButtons();
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}
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private void DrawProfile()
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{
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EditorGUILayout.LabelField("Build profile", EditorStyles.boldLabel);
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#if UNITY_6000_0_OR_NEWER
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if (_profiles.Length == 0)
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{
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EditorGUILayout.HelpBox(
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"No build profiles in this project. Create one in File → Build Profiles, " +
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"targeting Web, then reopen this window.",
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MessageType.Warning);
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if (GUILayout.Button("Refresh")) Refresh();
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return;
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}
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var chosen = EditorGUILayout.Popup("Profile", Mathf.Max(0, _selected), _names);
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if (chosen != _selected)
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{
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_selected = chosen;
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SquidHubUploadSettings.BuildProfilePath = _names[_selected];
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}
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// ⚠️ The profile's target is not checked here — there is no stable
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// public accessor for it — so it is checked after the build from the
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// BuildReport, which is authoritative. A non-Web profile builds and
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// is then refused, rather than uploading something no browser runs.
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EditorGUILayout.HelpBox(
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"The profile must target Web. A build for any other platform is refused after " +
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"building rather than uploaded.",
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MessageType.None);
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if (GUILayout.Button("Refresh list")) Refresh();
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#else
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EditorGUILayout.HelpBox(
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"Build profiles need Unity 6. On this Editor, build with File → Build Settings " +
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"and then use Upload, or SquidHub → Upload Build….",
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MessageType.Info);
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#endif
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}
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private void DrawOutput()
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{
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EditorGUILayout.LabelField("Output folder", EditorStyles.boldLabel);
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using (new EditorGUILayout.HorizontalScope())
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{
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EditorGUILayout.SelectableLabel(
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string.IsNullOrEmpty(SquidHubUploadSettings.BuildFolder)
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? "(none chosen)"
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: SquidHubUploadSettings.BuildFolder,
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EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
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if (GUILayout.Button("Choose…", GUILayout.Width(90)))
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{
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var start = SquidHubUploadSettings.BuildFolder;
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var folder = EditorUtility.SaveFolderPanel(
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"Build into", string.IsNullOrEmpty(start) ? "" : start, "web");
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if (!string.IsNullOrEmpty(folder)) SquidHubUploadSettings.BuildFolder = folder;
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}
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}
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}
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private void DrawPublish()
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{
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EditorGUILayout.LabelField("On a successful upload", EditorStyles.boldLabel);
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SquidHubUploadSettings.PublishAfterUpload = EditorGUILayout.ToggleLeft(
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new GUIContent("Publish the build",
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"Makes the build live for players. The server allows this on dev only."),
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SquidHubUploadSettings.PublishAfterUpload);
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if (SquidHubUploadSettings.PublishAfterUpload)
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{
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// ⚠️ Stated plainly rather than left to be discovered. The tick is
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// on by default and does nothing on prod, and a publisher who
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// believes otherwise ships a build they think is live.
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EditorGUILayout.HelpBox(
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"This works on dev only. On prod the server refuses it — promoting a build " +
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"for every player is an owner decision made in the console, and an upload key " +
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"is not a person. The upload still succeeds; you will be told it was not published.",
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MessageType.Info);
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}
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EditorGUILayout.LabelField("Console", SquidHubUploadSettings.Endpoint, EditorStyles.miniLabel);
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}
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private void DrawManifestSummary()
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{
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EditorGUILayout.LabelField("Declaration", EditorStyles.boldLabel);
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if (!File.Exists(SquidHubUploadSettings.ManifestPath))
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{
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EditorGUILayout.HelpBox(
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"No manifest.json, so this build will declare nothing: save schema 1 and no " +
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"display constraints.",
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MessageType.Warning);
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}
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else
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{
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try
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{
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var manifest = SquidHubManifest.Load(SquidHubUploadSettings.ManifestPath);
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var errors = manifest.Errors();
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if (errors.Count > 0)
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{
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EditorGUILayout.HelpBox(
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"manifest.json is not valid, and the build will not carry it:\n\n" +
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string.Join("\n", errors),
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MessageType.Error);
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}
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else
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{
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EditorGUILayout.LabelField(
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manifest.GameId + " · save schema " + manifest.SaveSchemaVersion +
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" · " + string.Join(", ", manifest.Capabilities),
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EditorStyles.miniLabel);
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}
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}
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catch (System.Exception e)
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{
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EditorGUILayout.HelpBox("manifest.json could not be read: " + e.Message, MessageType.Error);
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}
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}
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if (GUILayout.Button("Edit manifest…")) SquidHubManifestWindow.Open();
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}
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private void DrawButtons()
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{
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using (new EditorGUILayout.HorizontalScope())
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{
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#if UNITY_6000_0_OR_NEWER
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using (new EditorGUI.DisabledScope(_profiles.Length == 0 || _selected < 0))
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{
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if (GUILayout.Button("Build and Upload", GUILayout.Height(28))) BuildThenUpload();
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218
|
+
if (GUILayout.Button("Build only", GUILayout.Height(28))) Build();
|
|
219
|
+
}
|
|
220
|
+
#endif
|
|
221
|
+
if (GUILayout.Button("Upload only", GUILayout.Height(28)))
|
|
222
|
+
{
|
|
223
|
+
var folder = SquidHubUploadSettings.BuildFolder;
|
|
224
|
+
if (string.IsNullOrEmpty(folder) || !Directory.Exists(folder))
|
|
225
|
+
EditorUtility.DisplayDialog("SquidHub", "Choose an output folder first.", "OK");
|
|
226
|
+
else
|
|
227
|
+
SquidHubUploader.Begin(folder);
|
|
228
|
+
}
|
|
229
|
+
}
|
|
230
|
+
}
|
|
231
|
+
|
|
232
|
+
#if UNITY_6000_0_OR_NEWER
|
|
233
|
+
private void BuildThenUpload()
|
|
234
|
+
{
|
|
235
|
+
// ⚠️ The key is checked BEFORE building. Discovering there is no key
|
|
236
|
+
// after a twenty-minute WebGL build is the kind of thing that makes
|
|
237
|
+
// people go back to the command line.
|
|
238
|
+
if (!SquidHubUploader.EnsureKey()) return;
|
|
239
|
+
|
|
240
|
+
var folder = Build();
|
|
241
|
+
if (folder != null) SquidHubUploader.Begin(folder);
|
|
242
|
+
}
|
|
243
|
+
|
|
244
|
+
/// <summary>The folder that was built into, or null when the build did not produce one.</summary>
|
|
245
|
+
private string Build()
|
|
246
|
+
{
|
|
247
|
+
var folder = SquidHubUploadSettings.BuildFolder;
|
|
248
|
+
if (string.IsNullOrEmpty(folder))
|
|
249
|
+
{
|
|
250
|
+
EditorUtility.DisplayDialog("SquidHub", "Choose an output folder first.", "OK");
|
|
251
|
+
return null;
|
|
252
|
+
}
|
|
253
|
+
|
|
254
|
+
var profile = _profiles[_selected];
|
|
255
|
+
|
|
256
|
+
// ⚠️ Made active first. A profile passed only to BuildPlayer leaves
|
|
257
|
+
// the Editor's own target where it was, and the next manual build
|
|
258
|
+
// from File → Build silently uses a different one.
|
|
259
|
+
BuildProfile.SetActiveBuildProfile(profile);
|
|
260
|
+
|
|
261
|
+
var report = BuildPipeline.BuildPlayer(new BuildPlayerWithProfileOptions
|
|
262
|
+
{
|
|
263
|
+
buildProfile = profile,
|
|
264
|
+
locationPathName = folder,
|
|
265
|
+
options = BuildOptions.None,
|
|
266
|
+
});
|
|
267
|
+
|
|
268
|
+
if (report == null || report.summary.result != BuildResult.Succeeded)
|
|
269
|
+
{
|
|
270
|
+
// ⚠️ No dialog. A failed build has already filled the Console with
|
|
271
|
+
// the reason, and a modal saying "it failed" on top of that just
|
|
272
|
+
// has to be dismissed before anyone can read it.
|
|
273
|
+
Debug.LogError("[SquidHub] the build did not succeed — nothing was uploaded.");
|
|
274
|
+
return null;
|
|
275
|
+
}
|
|
276
|
+
|
|
277
|
+
if (report.summary.platform != BuildTarget.WebGL)
|
|
278
|
+
{
|
|
279
|
+
EditorUtility.DisplayDialog("SquidHub",
|
|
280
|
+
"That profile built for " + report.summary.platform + ", not Web.\n\n" +
|
|
281
|
+
"SquidHub serves WebGL builds, and the bridge was not installed into this one. " +
|
|
282
|
+
"Point the profile at the Web platform and build again.",
|
|
283
|
+
"OK");
|
|
284
|
+
return null;
|
|
285
|
+
}
|
|
286
|
+
|
|
287
|
+
return folder;
|
|
288
|
+
}
|
|
289
|
+
#endif
|
|
290
|
+
}
|
|
291
|
+
}
|