ProjectDDD/Packages/com.singularitygroup.hotreload/Editor/Window/GUI/Options/ExposeServerOption.cs
2025-07-08 19:46:31 +09:00

71 lines
2.8 KiB
C#

using System;
using System.Threading.Tasks;
using SingularityGroup.HotReload.Editor.Cli;
using UnityEditor;
namespace SingularityGroup.HotReload.Editor {
internal sealed class ExposeServerOption : ComputerOptionBase {
public override string ShortSummary => "Allow Devices to Connect";
public override string Summary => "Allow Devices to Connect (WiFi)";
public override void InnerOnGUI() {
string description;
if (GetValue()) {
description = "The HotReload server is reachable from devices on the same Wifi network";
} else {
description = "The HotReload server is available to your computer only. Other devices cannot connect to it.";
}
EditorGUILayout.LabelField(description, HotReloadWindowStyles.WrapStyle);
}
public override bool GetValue() {
return HotReloadPrefs.ExposeServerToLocalNetwork;
}
public override void SetValue(SerializedObject so, bool val) {
// AllowAndroidAppToMakeHttpRequestsOption
if (val == HotReloadPrefs.ExposeServerToLocalNetwork) {
return;
}
HotReloadPrefs.ExposeServerToLocalNetwork = val;
if (val) {
// they allowed this one for mobile builds, so now we allow everything else needed for player build to work with HR
new AllowAndroidAppToMakeHttpRequestsOption().SetValue(so, true);
}
RunTask(() => {
RunOnMainThreadSync(() => {
var isRunningResult = ServerHealthCheck.I.IsServerHealthy;
if (isRunningResult) {
var restartServer = EditorUtility.DisplayDialog("Hot Reload",
$"When changing '{Summary}', the Hot Reload server must be restarted for this to take effect." +
"\nDo you want to restart it now?",
"Restart server", "Don't restart");
if (restartServer) {
CodePatcher.I.ClearPatchedMethods();
EditorCodePatcher.RestartCodePatcher().Forget();
}
}
});
});
}
void RunTask(Action action) {
var token = HotReloadWindow.Current.cancelToken;
Task.Run(() => {
if (token.IsCancellationRequested) return;
try {
action();
} catch (Exception ex) {
ThreadUtility.LogException(ex, token);
}
}, token);
}
void RunOnMainThreadSync(Action action) {
ThreadUtility.RunOnMainThread(action, HotReloadWindow.Current.cancelToken);
}
}
}