com.robotsquid.squidhub 0.5.7 → 0.5.9

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package/CHANGELOG.md CHANGED
@@ -1,5 +1,57 @@
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  # Changelog
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+ ## 0.5.9
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+
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+ **Build and Upload just uploads.** The "Upload N files (X MB)?" confirmation is
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+ gone. Choosing the action IS the decision, and a modal that appears after a long
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+ WebGL build is worse than redundant — it stops an unattended build from ever
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+ finishing.
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+
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+ Nothing it said is lost, only moved. The file count, the size, the endpoint, the
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+ skipped OS metadata, the missing-manifest warning and the build warnings all go
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+ to the Console, where they can be read *during* the upload and are still there
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+ afterwards. A dialog is gone the moment it is dismissed, which is exactly when a
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+ warning stops being read.
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+
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+ ⚠️ **Refusals still stop the run.** A precompressed build or one with no
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+ `index.html` at its top level is a failure, not a confirmation, and the server
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+ would reject it anyway.
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+
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+ ## 0.5.8
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+
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+ **The game fills the frame, and Unity's chrome is gone.**
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+
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+ The portal already does the letterboxing: `game-frame.tsx` measures its box,
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+ clamps it to the aspect window in `manifest.json` and hands the iframe an
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+ element of exactly that size. Unity's Default template then rendered a fixed
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+ 960×600 box centred inside that — letterboxing a second time, at the wrong size,
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+ on a white page, under a Unity logo, a build title and a second fullscreen
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+ button. Measured in a browser at a 1555×1290 frame: the canvas was 960×600 at
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+ offset (298, 326), using 29% of the area it was given.
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+
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+ The post-build step now injects a stylesheet that fills the frame and hides
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+ `#unity-footer`. Verified in Chrome on a real build: the canvas fills the
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+ viewport exactly, no scrollbars, and the WebGL render target follows at
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+ 3110×2580 for devicePixelRatio 2 — full resolution, not an upscale.
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+
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+ ⚠️ **The footer is HIDDEN, never removed.** The stock bootstrap assigns
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+ `document.querySelector("#unity-fullscreen-button").onclick` inside the promise
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+ that resolves the instance. Delete the element and that throws, the chain falls
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+ into `.catch(alert)`, and the player gets a modal dialog instead of a game.
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+
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+ ⚠️ **The loading bar stays.** The portal draws no loading UI of its own, so it
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+ is the only progress a player sees while a 30 MB build downloads.
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+
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+ ⚠️ **The engine splash screen is untouched.** "Made with Unity" is a licence
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+ term of Unity Personal and is not template chrome; this strips the template's
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+ own logo bar, nothing else.
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+
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+ **Uploading an older build now warns rather than staying quiet** — one warning
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+ for a build with no bridge at all, another for a bridged build made before frame
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+ fitting. Neither refuses: both upload and register perfectly, they just play
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+ badly, and the fix is a rebuild. It cannot be repaired at upload time — writing
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+ a bridge tag for a file that is not in the folder trades the handshake for a 404.
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+
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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.**
@@ -29,6 +29,8 @@ namespace SquidHub.Editor
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  public readonly List<string> Refusals = new List<string>();
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  /// <summary>OS metadata dropped. Reported, never silent.</summary>
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  public readonly List<string> Skipped = new List<string>();
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+ /// <summary>Things wrong with the build that do not justify refusing it.</summary>
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+ public readonly List<string> Warnings = new List<string>();
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  public long TotalBytes;
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  public bool HasEntryPoint;
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  }
@@ -111,9 +113,52 @@ namespace SquidHub.Editor
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  "Point this at the folder Unity built into, not at its parent.");
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  }
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+ InspectEntryPoint(scan);
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  return scan;
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  }
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+ /// <summary>
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+ /// What the exported index.html says about how it was built.
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+ ///
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+ /// ⚠️ WARNINGS, NEVER REFUSALS. Both of these describe a build that
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+ /// uploads and registers perfectly — one just plays badly, and the other
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+ /// is somebody's custom pipeline we have no business overruling from
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+ /// here. The refusals above are for builds the SERVER would reject; this
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+ /// is for builds the PLAYER would notice.
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+ ///
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+ /// ⚠️ And it cannot be fixed at upload time, which is why it only warns.
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+ /// Injecting the bridge tag here would name a squidhub-bridge.js that is
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+ /// not in the folder — a 404 in place of the handshake, which is worse
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+ /// than the problem it set out to solve. The fix is a rebuild.
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+ /// </summary>
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+ private static void InspectEntryPoint(BuildScan scan)
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+ {
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+ var entry = scan.Files.FirstOrDefault(f => f.Path == "index.html");
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+ if (entry == null) return;
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+
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+ string html;
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+ try { html = File.ReadAllText(entry.FullPath); }
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+ catch { return; }
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+
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+ if (html.IndexOf("squidhub-bridge.js", StringComparison.OrdinalIgnoreCase) < 0)
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+ {
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+ scan.Warnings.Add(
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+ "index.html does not reference squidhub-bridge.js, so this build was not made " +
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+ "with the SquidHub package installed. There is no window.SquidHub and every " +
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+ "handshake will time out. Build again with the package in the project.");
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+ return;
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+ }
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+
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+ if (html.IndexOf(SquidHubHtml.FitStyleId, StringComparison.OrdinalIgnoreCase) < 0)
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+ {
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+ scan.Warnings.Add(
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+ "This build predates frame fitting, so Unity's template chrome is still in it: " +
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+ "the game renders in a fixed 960x600 box centred in whatever frame the portal " +
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+ "gives it, on a white page, under a Unity logo and a second fullscreen button. " +
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+ "Rebuild to fill the frame.");
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+ }
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+ }
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+
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  private static string ToHex(byte[] bytes)
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  {
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  var chars = new char[bytes.Length * 2];
@@ -49,6 +49,66 @@ namespace SquidHub.Editor
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  "text/ecmascript", "application/ecmascript",
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  };
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+ /// <summary>Marks our stylesheet, so a reprocess can recognise its own work.</summary>
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+ internal const string FitStyleId = "squidhub-fit";
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+
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+ /// <summary>
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+ /// Makes the game fill the frame the portal gives it, and hides the
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+ /// template's own chrome.
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+ ///
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+ /// ⚠️ THE PORTAL ALREADY DID THE LETTERBOXING. `game-frame.tsx` measures
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+ /// its box, clamps it to the aspect window declared in manifest.json and
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+ /// hands the iframe an element of exactly that size with black bars
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+ /// around it. Unity's Default template then renders a fixed 960×600 box
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+ /// centred inside that — letterboxing a second time, at the wrong size,
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+ /// so a 4K monitor gets a postage stamp. Filling is not a preference
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+ /// here; the frame is already the right shape.
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+ ///
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+ /// ⚠️ `!important` is doing real work. The template's bootstrap sets
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+ /// `fullscreenContainer.style.width = "960px"` as an INLINE style, and
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+ /// the Minimal template writes inline px on the canvas itself. A plain
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+ /// rule loses to both.
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+ ///
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+ /// ⚠️ `#unity-footer` is HIDDEN, never removed. The stock bootstrap does
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+ /// `document.querySelector("#unity-fullscreen-button").onclick = …`
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+ /// inside the promise that resolves the instance; delete the element and
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+ /// that throws, the chain falls into `.catch(alert)`, and the player gets
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+ /// a modal dialog instead of a game. Hiding leaves every query answerable.
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+ ///
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+ /// ⚠️ The loading bar STAYS. The portal draws no loading UI of its own,
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+ /// so this is the only progress a player sees while a 30 MB build
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+ /// downloads — hiding it would trade a Unity logo for a black screen.
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+ ///
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+ /// ⚠️ An inline &lt;style&gt; is safe where an inline script is not:
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+ /// gamehost sends `style-src 'self' 'unsafe-inline'` but no
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+ /// `'unsafe-inline'` for scripts. That asymmetry is why this is a style
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+ /// block and the bootstrap had to be hoisted to a file.
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+ /// </summary>
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+ private static readonly string FitStyle =
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+ "<style id=\"" + FitStyleId + "\">\n" +
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+ " /* SquidHub: the portal sizes and letterboxes the frame; the game fills it. */\n" +
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+ " html, body { width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; }\n" +
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+ " #unity-container,\n" +
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+ " #unity-container.unity-desktop,\n" +
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+ " #unity-container.unity-mobile {\n" +
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+ " position: absolute; left: 0; top: 0;\n" +
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+ " width: 100%; height: 100%; transform: none;\n" +
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+ " }\n" +
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+ " #unity-fullscreen-container {\n" +
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+ " position: absolute; left: 0; top: 0;\n" +
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+ " width: 100% !important; height: 100% !important;\n" +
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+ " }\n" +
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+ " #unity-canvas {\n" +
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+ " display: block; left: 0; top: 0;\n" +
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+ " width: 100% !important; height: 100% !important;\n" +
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+ " }\n" +
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+ " /* Unity\u0027s own logo, build title and fullscreen button. The portal\n" +
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+ " draws its own fullscreen control from display.fullscreen, and two\n" +
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+ " of them fight. Hidden rather than removed — the bootstrap still\n" +
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+ " queries the button and would throw on null. */\n" +
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+ " #unity-footer { display: none !important; }\n" +
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+ " </style>\n";
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+
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  public static Result Apply(string html, string bridgeFileName)
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  {
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  var result = new Result { Html = html };
@@ -83,7 +143,7 @@ namespace SquidHub.Editor
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  });
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144
 
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  var tag = "<script src=\"" + bridgeFileName + "\"></script>";
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- result.Html = InsertBridge(rewritten, tag, result);
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+ result.Html = InsertFitStyle(InsertBridge(rewritten, tag, result), result);
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  result.Changed = !ReferenceEquals(result.Html, html) && result.Html != html;
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  return result;
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  }
@@ -98,6 +158,40 @@ namespace SquidHub.Editor
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  return ExecutableTypes.Contains(value.Trim());
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159
  }
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160
 
161
+ /// <summary>
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+ /// Puts the stylesheet last in &lt;head&gt;, so it follows the template's own
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+ /// `TemplateData/style.css` and wins on order as well as on specificity.
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+ /// </summary>
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+ private static string InsertFitStyle(string html, Result result)
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+ {
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+ // Somebody's custom template may already carry it; do not stack a second.
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+ if (html.IndexOf(FitStyleId, StringComparison.OrdinalIgnoreCase) >= 0)
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+ {
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+ result.Notes.Add("fit stylesheet already present — left alone");
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+ return html;
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+ }
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+
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+ var at = html.IndexOf("</head>", StringComparison.OrdinalIgnoreCase);
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+ if (at >= 0)
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+ {
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+ result.Notes.Add("canvas set to fill the frame, Unity footer hidden");
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+ return html.Substring(0, at) + " " + FitStyle + html.Substring(at);
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+ }
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+
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+ // ⚠️ A document with no </head> still gets it, before the first tag
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+ // that could render. An unstyled page here is a game the player sees
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+ // at 960×600 in the middle of a 4K frame, which reads as broken.
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+ at = html.IndexOf("<body", StringComparison.OrdinalIgnoreCase);
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+ if (at >= 0)
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+ {
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+ result.Notes.Add("no </head> — fit stylesheet injected before <body>");
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+ return html.Substring(0, at) + FitStyle + html.Substring(at);
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+ }
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+
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+ result.Notes.Add("no </head> or <body> — fit stylesheet prepended");
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+ return FitStyle + html;
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+ }
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+
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  // ⚠️ Before the FIRST script in the document, not merely before the
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  // loader. installBridge() patches AudioContext.destination on the
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  // instance, so it only catches contexts created after it runs — land
@@ -85,29 +85,49 @@ namespace SquidHub.Editor
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86
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  var publish = SquidHubUploadSettings.PublishAfterUpload;
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87
 
88
- if (!EditorUtility.DisplayDialog("SquidHub",
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- $"Upload {scan.Files.Count} files ({scan.TotalBytes / 1024f / 1024f:F1} MB)?" +
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- (scan.Skipped.Count > 0
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- ? $"\n\n{scan.Skipped.Count} OS metadata file(s) will be skipped."
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- : "") +
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- // ⚠️ Said before the upload, not after. A build folder with no
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- // manifest.json declares nothing — save schema 1, no display
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- // constraints — and the publisher cannot tell from the result.
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- (scan.Files.Any(f => f.Path == "manifest.json")
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- ? ""
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- : "\n\nThere is no manifest.json in this folder, so the build declares " +
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- "nothing: save schema 1 and no display constraints. Set one up in " +
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- "SquidHub → Game Manifest… and rebuild.") +
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- (publish
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- ? "\n\nIt will be published to players if the server allows it — that is " +
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- "dev only. On prod, promote it in the console."
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- : ""),
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- "Upload", "Cancel"))
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+ // ⚠️ NO CONFIRMATION. Choosing "Build and Upload" IS the decision;
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+ // asking again is a modal between the publisher and the thing they
90
+ // just asked for, and one that appears after a long WebGL build is
91
+ // worse than useless — it stops an unattended build from finishing.
92
+ //
93
+ // ⚠️ Nothing is lost, only moved. Everything the dialog used to say
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+ // goes to the Console, where it can be read during the upload and is
95
+ // still there afterwards — a dialog is gone the moment it is
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+ // dismissed, which is exactly when a warning stops being read.
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+ // Refusals above still stop the run; those are failures, not
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+ // confirmations.
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+ Report(scan, publish);
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+
101
+ Run(Upload(scan, publish));
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+ }
103
+
104
+ /// <summary>
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+ /// What the dialog used to ask, said to the Console instead.
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+ ///
107
+ /// ⚠️ Warnings are LogWarning, not Log. They describe a build that
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+ /// uploads perfectly and plays badly, so they have to survive a Console
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+ /// that is already full of build spam.
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+ /// </summary>
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+ private static void Report(BuildScan scan, bool publish)
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+ {
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+ Debug.Log($"[SquidHub] uploading {scan.Files.Count} file(s), " +
114
+ $"{scan.TotalBytes / 1024f / 1024f:F1} MB, to {SquidHubUploadSettings.Endpoint}" +
115
+ (scan.Skipped.Count > 0
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+ ? $" ({scan.Skipped.Count} OS metadata file(s) skipped)"
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+ : "") +
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+ (publish ? " — will publish on success where the server allows it (dev only)." : "."));
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+
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+ // ⚠️ A build folder with no manifest.json declares nothing — save
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+ // schema 1, no display constraints — and nothing in the upload
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+ // result would ever tell the publisher that.
123
+ if (!scan.Files.Any(f => f.Path == "manifest.json"))
106
124
  {
107
- return;
125
+ Debug.LogWarning(
126
+ "[SquidHub] no manifest.json in this build, so it declares nothing: save schema 1 " +
127
+ "and no display constraints. Set one up in SquidHub → Game Manifest… and rebuild.");
108
128
  }
109
129
 
110
- Run(Upload(scan, publish));
130
+ foreach (var warning in scan.Warnings) Debug.LogWarning("[SquidHub] " + warning);
111
131
  }
112
132
 
113
133
  // ⚠️ Driven by EditorApplication.update rather than blocking. Sleeping
package/README.md CHANGED
@@ -68,6 +68,8 @@ Nothing to configure. On a WebGL build this package:
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  2. **Writes `squidhub-bridge.js`** into the output and injects it ahead of the
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  Unity loader.
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  3. **Hoists every inline `<script>`** out of `index.html` into an external file.
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+ 4. **Makes the game fill the frame** and hides Unity's own logo bar, build title
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+ and fullscreen button.
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73
 
72
74
  Step 3 is the one that matters. `squidhub-gamehost` serves
73
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  `script-src 'self' 'wasm-unsafe-eval' blob:` with **no `'unsafe-inline'`**, and
@@ -76,6 +78,16 @@ all the markup is there, and nothing runs — the only signal is a CSP violation
76
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  in the console. This is the single most common first-integration failure, and
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  you should never see it.
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80
 
81
+ ⚠️ **Step 4 is why your game is not a 960×600 box in the corner.** The portal
82
+ already letterboxes — it measures its box, clamps it to the aspect window you
83
+ declared and hands the frame an element of exactly that size. Unity's stock
84
+ template then renders a fixed 960×600 centred inside *that*, on a white page,
85
+ under a Unity logo and a second fullscreen button that fights the portal's own.
86
+ The footer is hidden rather than removed, because the stock bootstrap queries
87
+ the fullscreen button and throws on null — which surfaces as an `alert()` where
88
+ the game should be. Your loading bar is left alone: the portal draws none, so it
89
+ is the only progress a player sees.
90
+
79
91
  Then push the folder:
80
92
 
81
93
  ```sh
@@ -132,6 +144,11 @@ an upload key is not a person — it sits in CI configs and Editor preferences.
132
144
  That asymmetry is deliberate: it is what keeps a leaked key from replacing the
133
145
  live build for everyone.
134
146
 
147
+ ⚠️ **It does not ask.** Choosing the action is the decision, so there is no
148
+ "upload N files?" confirmation to dismiss — the file count, size, destination and
149
+ any warnings go to the Console instead, where they survive being read. A build
150
+ that *cannot* upload still stops with a dialog naming the fix.
151
+
135
152
  The upload is refused before a byte moves if the build is precompressed or has
136
153
  no `index.html` at its top level, and OS metadata is dropped rather than sent —
137
154
  which is also what makes a build pushed from Unity hash identically to the same
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "com.robotsquid.squidhub",
3
- "version": "0.5.7",
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+ "version": "0.5.9",
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4
  "displayName": "SquidHub",
5
5
  "description": "Cloud saves, analytics and the coin economy for Unity WebGL games published on SquidHub. Installs the C# wrapper, the .jslib half and the page bridge, and rewrites the exported index.html so it survives the platform's CSP.",
6
6
  "unity": "2021.3",