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| 942a882cdb | |||
| fdc14a4288 |
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.claude/settings.local.json
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{
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"permissions": {
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"allow": [
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"Bash(nul)",
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"Bash(mkdir:*)",
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"Bash(dir:*)",
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"Bash(findstr:*)",
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"Bash(move \"Assets\\Scripts\\TiltUI.cs\" \"Assets\\Scripts\\TiltUI.cs.DISABLED\")"
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],
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"deny": [],
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"ask": []
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}
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}
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{
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"inputs" :
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[
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{
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"path" : "CMakeLists.txt"
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},
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineSystem.cmake"
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},
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{
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/android.toolchain.cmake"
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},
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{
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/android-legacy.toolchain.cmake"
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},
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{
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/abis.cmake"
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},
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{
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/platforms.cmake"
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},
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{
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"isCMake" : true,
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Platform/Android-Determine.cmake"
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},
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{
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/hooks/pre/Android-Determine.cmake"
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},
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{
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"isCMake" : true,
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeSystem.cmake.in"
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{
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"isGenerated" : true,
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},
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/android.toolchain.cmake"
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},
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{
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"isCMake" : true,
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeSystemSpecificInitialize.cmake"
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Platform/Android-Initialize.cmake"
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"isExternal" : true,
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCCompiler.cmake"
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompiler.cmake"
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},
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{
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"isCMake" : true,
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Platform/Android-Determine-C.cmake"
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},
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{
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"isCMake" : true,
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Platform/Android/Determine-Compiler.cmake"
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},
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{
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/hooks/pre/Determine-Compiler.cmake"
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeDetermineCompilerId.cmake"
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},
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/CMakeCompilerIdDetection.cmake"
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},
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/ADSP-DetermineCompiler.cmake"
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},
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{
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"isCMake" : true,
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/ARMCC-DetermineCompiler.cmake"
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},
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{
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"isCMake" : true,
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"isExternal" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/ARMClang-DetermineCompiler.cmake"
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/AppleClang-DetermineCompiler.cmake"
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Borland-DetermineCompiler.cmake"
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Bruce-C-DetermineCompiler.cmake"
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Clang-DetermineCompiler.cmake"
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{
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/Intel-DetermineCompiler.cmake"
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{
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{
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"isCMake" : true,
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/PGI-DetermineCompiler.cmake"
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||||||
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},
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/PathScale-DetermineCompiler.cmake"
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},
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/SCO-DetermineCompiler.cmake"
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||||||
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/SDCC-C-DetermineCompiler.cmake"
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||||||
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},
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||||||
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/SunPro-C-DetermineCompiler.cmake"
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||||||
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},
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/TI-DetermineCompiler.cmake"
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||||||
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},
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||||||
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/TinyCC-C-DetermineCompiler.cmake"
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||||||
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{
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"isCMake" : true,
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"path" : "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22/Modules/Compiler/VisualAge-C-DetermineCompiler.cmake"
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{
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"isCMake" : true,
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||||||
|
CMAKE_SHARED_LINKER_FLAGS_MINSIZEREL:STRING=
|
||||||
|
|
||||||
|
//Flags used by the linker during the creation of shared libraries
|
||||||
|
// during RELEASE builds.
|
||||||
|
CMAKE_SHARED_LINKER_FLAGS_RELEASE:STRING=
|
||||||
|
|
||||||
|
//Flags used by the linker during the creation of shared libraries
|
||||||
|
// during RELWITHDEBINFO builds.
|
||||||
|
CMAKE_SHARED_LINKER_FLAGS_RELWITHDEBINFO:STRING=
|
||||||
|
|
||||||
|
//If set, runtime paths are not added when installing shared libraries,
|
||||||
|
// but are added when building.
|
||||||
|
CMAKE_SKIP_INSTALL_RPATH:BOOL=NO
|
||||||
|
|
||||||
|
//If set, runtime paths are not added when using shared libraries.
|
||||||
|
CMAKE_SKIP_RPATH:BOOL=NO
|
||||||
|
|
||||||
|
//Flags used by the linker during the creation of static libraries
|
||||||
|
// during all build types.
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS:STRING=
|
||||||
|
|
||||||
|
//Flags used by the linker during the creation of static libraries
|
||||||
|
// during DEBUG builds.
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_DEBUG:STRING=
|
||||||
|
|
||||||
|
//Flags used by the linker during the creation of static libraries
|
||||||
|
// during MINSIZEREL builds.
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_MINSIZEREL:STRING=
|
||||||
|
|
||||||
|
//Flags used by the linker during the creation of static libraries
|
||||||
|
// during RELEASE builds.
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_RELEASE:STRING=
|
||||||
|
|
||||||
|
//Flags used by the linker during the creation of static libraries
|
||||||
|
// during RELWITHDEBINFO builds.
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_RELWITHDEBINFO:STRING=
|
||||||
|
|
||||||
|
//Strip
|
||||||
|
CMAKE_STRIP:FILEPATH=C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-strip.exe
|
||||||
|
|
||||||
|
//No help, variable specified on the command line.
|
||||||
|
CMAKE_SYSTEM_NAME:UNINITIALIZED=Android
|
||||||
|
|
||||||
|
//No help, variable specified on the command line.
|
||||||
|
CMAKE_SYSTEM_VERSION:UNINITIALIZED=24
|
||||||
|
|
||||||
|
//The CMake toolchain file
|
||||||
|
CMAKE_TOOLCHAIN_FILE:FILEPATH=C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/android.toolchain.cmake
|
||||||
|
|
||||||
|
//If this value is on, makefiles will be generated without the
|
||||||
|
// .SILENT directive, and all commands will be echoed to the console
|
||||||
|
// during the make. This is useful for debugging only. With Visual
|
||||||
|
// Studio IDE projects all commands are done without /nologo.
|
||||||
|
CMAKE_VERBOSE_MAKEFILE:BOOL=FALSE
|
||||||
|
|
||||||
|
//Value Computed by CMake
|
||||||
|
Unity_BINARY_DIR:STATIC=C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a
|
||||||
|
|
||||||
|
//Value Computed by CMake
|
||||||
|
Unity_IS_TOP_LEVEL:STATIC=ON
|
||||||
|
|
||||||
|
//Value Computed by CMake
|
||||||
|
Unity_SOURCE_DIR:STATIC=C:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp
|
||||||
|
|
||||||
|
//The directory containing a CMake configuration file for game-activity.
|
||||||
|
game-activity_DIR:PATH=C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/prefab/arm64-v8a/prefab/lib/aarch64-linux-android/cmake/game-activity
|
||||||
|
|
||||||
|
//Value Computed by CMake
|
||||||
|
game_BINARY_DIR:STATIC=C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/GameActivity
|
||||||
|
|
||||||
|
//Value Computed by CMake
|
||||||
|
game_IS_TOP_LEVEL:STATIC=OFF
|
||||||
|
|
||||||
|
//Dependencies for the target
|
||||||
|
game_LIB_DEPENDS:STATIC=general;android;general;game-activity::game-activity_static;general;log;general;c++;
|
||||||
|
|
||||||
|
//Value Computed by CMake
|
||||||
|
game_SOURCE_DIR:STATIC=C:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity
|
||||||
|
|
||||||
|
|
||||||
|
########################
|
||||||
|
# INTERNAL cache entries
|
||||||
|
########################
|
||||||
|
|
||||||
|
//ADVANCED property for variable: CMAKE_ADDR2LINE
|
||||||
|
CMAKE_ADDR2LINE-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_AR
|
||||||
|
CMAKE_AR-ADVANCED:INTERNAL=1
|
||||||
|
//This is the directory where this CMakeCache.txt was created
|
||||||
|
CMAKE_CACHEFILE_DIR:INTERNAL=c:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a
|
||||||
|
//Major version of cmake used to create the current loaded cache
|
||||||
|
CMAKE_CACHE_MAJOR_VERSION:INTERNAL=3
|
||||||
|
//Minor version of cmake used to create the current loaded cache
|
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|
CMAKE_CACHE_MINOR_VERSION:INTERNAL=22
|
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|
//Patch version of cmake used to create the current loaded cache
|
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|
CMAKE_CACHE_PATCH_VERSION:INTERNAL=1
|
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|
//Path to CMake executable.
|
||||||
|
CMAKE_COMMAND:INTERNAL=C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/bin/cmake.exe
|
||||||
|
//Path to cpack program executable.
|
||||||
|
CMAKE_CPACK_COMMAND:INTERNAL=C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/bin/cpack.exe
|
||||||
|
//Path to ctest program executable.
|
||||||
|
CMAKE_CTEST_COMMAND:INTERNAL=C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/bin/ctest.exe
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_COMPILER_AR
|
||||||
|
CMAKE_CXX_COMPILER_AR-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_COMPILER_RANLIB
|
||||||
|
CMAKE_CXX_COMPILER_RANLIB-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_FLAGS
|
||||||
|
CMAKE_CXX_FLAGS-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_FLAGS_DEBUG
|
||||||
|
CMAKE_CXX_FLAGS_DEBUG-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_FLAGS_MINSIZEREL
|
||||||
|
CMAKE_CXX_FLAGS_MINSIZEREL-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_FLAGS_RELEASE
|
||||||
|
CMAKE_CXX_FLAGS_RELEASE-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_FLAGS_RELWITHDEBINFO
|
||||||
|
CMAKE_CXX_FLAGS_RELWITHDEBINFO-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_CXX_STANDARD_LIBRARIES
|
||||||
|
CMAKE_CXX_STANDARD_LIBRARIES-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_COMPILER_AR
|
||||||
|
CMAKE_C_COMPILER_AR-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_COMPILER_RANLIB
|
||||||
|
CMAKE_C_COMPILER_RANLIB-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_FLAGS
|
||||||
|
CMAKE_C_FLAGS-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_FLAGS_DEBUG
|
||||||
|
CMAKE_C_FLAGS_DEBUG-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_FLAGS_MINSIZEREL
|
||||||
|
CMAKE_C_FLAGS_MINSIZEREL-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_FLAGS_RELEASE
|
||||||
|
CMAKE_C_FLAGS_RELEASE-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_FLAGS_RELWITHDEBINFO
|
||||||
|
CMAKE_C_FLAGS_RELWITHDEBINFO-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_C_STANDARD_LIBRARIES
|
||||||
|
CMAKE_C_STANDARD_LIBRARIES-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_DLLTOOL
|
||||||
|
CMAKE_DLLTOOL-ADVANCED:INTERNAL=1
|
||||||
|
//Executable file format
|
||||||
|
CMAKE_EXECUTABLE_FORMAT:INTERNAL=ELF
|
||||||
|
//ADVANCED property for variable: CMAKE_EXE_LINKER_FLAGS
|
||||||
|
CMAKE_EXE_LINKER_FLAGS-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_EXE_LINKER_FLAGS_DEBUG
|
||||||
|
CMAKE_EXE_LINKER_FLAGS_DEBUG-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_EXE_LINKER_FLAGS_MINSIZEREL
|
||||||
|
CMAKE_EXE_LINKER_FLAGS_MINSIZEREL-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_EXE_LINKER_FLAGS_RELEASE
|
||||||
|
CMAKE_EXE_LINKER_FLAGS_RELEASE-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO
|
||||||
|
CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO-ADVANCED:INTERNAL=1
|
||||||
|
//Name of external makefile project generator.
|
||||||
|
CMAKE_EXTRA_GENERATOR:INTERNAL=
|
||||||
|
//Name of generator.
|
||||||
|
CMAKE_GENERATOR:INTERNAL=Ninja
|
||||||
|
//Generator instance identifier.
|
||||||
|
CMAKE_GENERATOR_INSTANCE:INTERNAL=
|
||||||
|
//Name of generator platform.
|
||||||
|
CMAKE_GENERATOR_PLATFORM:INTERNAL=
|
||||||
|
//Name of generator toolset.
|
||||||
|
CMAKE_GENERATOR_TOOLSET:INTERNAL=
|
||||||
|
//Source directory with the top level CMakeLists.txt file for this
|
||||||
|
// project
|
||||||
|
CMAKE_HOME_DIRECTORY:INTERNAL=C:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp
|
||||||
|
//Install .so files without execute permission.
|
||||||
|
CMAKE_INSTALL_SO_NO_EXE:INTERNAL=0
|
||||||
|
//ADVANCED property for variable: CMAKE_LINKER
|
||||||
|
CMAKE_LINKER-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_MODULE_LINKER_FLAGS
|
||||||
|
CMAKE_MODULE_LINKER_FLAGS-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_MODULE_LINKER_FLAGS_DEBUG
|
||||||
|
CMAKE_MODULE_LINKER_FLAGS_DEBUG-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_MODULE_LINKER_FLAGS_MINSIZEREL
|
||||||
|
CMAKE_MODULE_LINKER_FLAGS_MINSIZEREL-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_MODULE_LINKER_FLAGS_RELEASE
|
||||||
|
CMAKE_MODULE_LINKER_FLAGS_RELEASE-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_MODULE_LINKER_FLAGS_RELWITHDEBINFO
|
||||||
|
CMAKE_MODULE_LINKER_FLAGS_RELWITHDEBINFO-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_NM
|
||||||
|
CMAKE_NM-ADVANCED:INTERNAL=1
|
||||||
|
//number of local generators
|
||||||
|
CMAKE_NUMBER_OF_MAKEFILES:INTERNAL=2
|
||||||
|
//ADVANCED property for variable: CMAKE_OBJCOPY
|
||||||
|
CMAKE_OBJCOPY-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_OBJDUMP
|
||||||
|
CMAKE_OBJDUMP-ADVANCED:INTERNAL=1
|
||||||
|
//Platform information initialized
|
||||||
|
CMAKE_PLATFORM_INFO_INITIALIZED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_RANLIB
|
||||||
|
CMAKE_RANLIB-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_READELF
|
||||||
|
CMAKE_READELF-ADVANCED:INTERNAL=1
|
||||||
|
//Path to CMake installation.
|
||||||
|
CMAKE_ROOT:INTERNAL=C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/cmake/3.22.1/share/cmake-3.22
|
||||||
|
//ADVANCED property for variable: CMAKE_SHARED_LINKER_FLAGS
|
||||||
|
CMAKE_SHARED_LINKER_FLAGS-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_SHARED_LINKER_FLAGS_DEBUG
|
||||||
|
CMAKE_SHARED_LINKER_FLAGS_DEBUG-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_SHARED_LINKER_FLAGS_MINSIZEREL
|
||||||
|
CMAKE_SHARED_LINKER_FLAGS_MINSIZEREL-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_SHARED_LINKER_FLAGS_RELEASE
|
||||||
|
CMAKE_SHARED_LINKER_FLAGS_RELEASE-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_SHARED_LINKER_FLAGS_RELWITHDEBINFO
|
||||||
|
CMAKE_SHARED_LINKER_FLAGS_RELWITHDEBINFO-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_SKIP_INSTALL_RPATH
|
||||||
|
CMAKE_SKIP_INSTALL_RPATH-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_SKIP_RPATH
|
||||||
|
CMAKE_SKIP_RPATH-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_STATIC_LINKER_FLAGS
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_STATIC_LINKER_FLAGS_DEBUG
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_DEBUG-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_STATIC_LINKER_FLAGS_MINSIZEREL
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_MINSIZEREL-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_STATIC_LINKER_FLAGS_RELEASE
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_RELEASE-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_STATIC_LINKER_FLAGS_RELWITHDEBINFO
|
||||||
|
CMAKE_STATIC_LINKER_FLAGS_RELWITHDEBINFO-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_STRIP
|
||||||
|
CMAKE_STRIP-ADVANCED:INTERNAL=1
|
||||||
|
//ADVANCED property for variable: CMAKE_VERBOSE_MAKEFILE
|
||||||
|
CMAKE_VERBOSE_MAKEFILE-ADVANCED:INTERNAL=1
|
||||||
|
|
||||||
@@ -0,0 +1,72 @@
|
|||||||
|
set(CMAKE_C_COMPILER "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/clang.exe")
|
||||||
|
set(CMAKE_C_COMPILER_ARG1 "")
|
||||||
|
set(CMAKE_C_COMPILER_ID "Clang")
|
||||||
|
set(CMAKE_C_COMPILER_VERSION "18.0.3")
|
||||||
|
set(CMAKE_C_COMPILER_VERSION_INTERNAL "")
|
||||||
|
set(CMAKE_C_COMPILER_WRAPPER "")
|
||||||
|
set(CMAKE_C_STANDARD_COMPUTED_DEFAULT "17")
|
||||||
|
set(CMAKE_C_EXTENSIONS_COMPUTED_DEFAULT "ON")
|
||||||
|
set(CMAKE_C_COMPILE_FEATURES "c_std_90;c_function_prototypes;c_std_99;c_restrict;c_variadic_macros;c_std_11;c_static_assert;c_std_17;c_std_23")
|
||||||
|
set(CMAKE_C90_COMPILE_FEATURES "c_std_90;c_function_prototypes")
|
||||||
|
set(CMAKE_C99_COMPILE_FEATURES "c_std_99;c_restrict;c_variadic_macros")
|
||||||
|
set(CMAKE_C11_COMPILE_FEATURES "c_std_11;c_static_assert")
|
||||||
|
set(CMAKE_C17_COMPILE_FEATURES "c_std_17")
|
||||||
|
set(CMAKE_C23_COMPILE_FEATURES "c_std_23")
|
||||||
|
|
||||||
|
set(CMAKE_C_PLATFORM_ID "Linux")
|
||||||
|
set(CMAKE_C_SIMULATE_ID "")
|
||||||
|
set(CMAKE_C_COMPILER_FRONTEND_VARIANT "GNU")
|
||||||
|
set(CMAKE_C_SIMULATE_VERSION "")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
set(CMAKE_AR "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ar.exe")
|
||||||
|
set(CMAKE_C_COMPILER_AR "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ar.exe")
|
||||||
|
set(CMAKE_RANLIB "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ranlib.exe")
|
||||||
|
set(CMAKE_C_COMPILER_RANLIB "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ranlib.exe")
|
||||||
|
set(CMAKE_LINKER "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/ld.lld.exe")
|
||||||
|
set(CMAKE_MT "")
|
||||||
|
set(CMAKE_COMPILER_IS_GNUCC )
|
||||||
|
set(CMAKE_C_COMPILER_LOADED 1)
|
||||||
|
set(CMAKE_C_COMPILER_WORKS TRUE)
|
||||||
|
set(CMAKE_C_ABI_COMPILED TRUE)
|
||||||
|
|
||||||
|
set(CMAKE_C_COMPILER_ENV_VAR "CC")
|
||||||
|
|
||||||
|
set(CMAKE_C_COMPILER_ID_RUN 1)
|
||||||
|
set(CMAKE_C_SOURCE_FILE_EXTENSIONS c;m)
|
||||||
|
set(CMAKE_C_IGNORE_EXTENSIONS h;H;o;O;obj;OBJ;def;DEF;rc;RC)
|
||||||
|
set(CMAKE_C_LINKER_PREFERENCE 10)
|
||||||
|
|
||||||
|
# Save compiler ABI information.
|
||||||
|
set(CMAKE_C_SIZEOF_DATA_PTR "8")
|
||||||
|
set(CMAKE_C_COMPILER_ABI "ELF")
|
||||||
|
set(CMAKE_C_BYTE_ORDER "LITTLE_ENDIAN")
|
||||||
|
set(CMAKE_C_LIBRARY_ARCHITECTURE "")
|
||||||
|
|
||||||
|
if(CMAKE_C_SIZEOF_DATA_PTR)
|
||||||
|
set(CMAKE_SIZEOF_VOID_P "${CMAKE_C_SIZEOF_DATA_PTR}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(CMAKE_C_COMPILER_ABI)
|
||||||
|
set(CMAKE_INTERNAL_PLATFORM_ABI "${CMAKE_C_COMPILER_ABI}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(CMAKE_C_LIBRARY_ARCHITECTURE)
|
||||||
|
set(CMAKE_LIBRARY_ARCHITECTURE "")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(CMAKE_C_CL_SHOWINCLUDES_PREFIX "")
|
||||||
|
if(CMAKE_C_CL_SHOWINCLUDES_PREFIX)
|
||||||
|
set(CMAKE_CL_SHOWINCLUDES_PREFIX "${CMAKE_C_CL_SHOWINCLUDES_PREFIX}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
set(CMAKE_C_IMPLICIT_INCLUDE_DIRECTORIES "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/lib/clang/18/include;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/include/aarch64-linux-android;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/include")
|
||||||
|
set(CMAKE_C_IMPLICIT_LINK_LIBRARIES "-l:libunwind.a;dl;c;-l:libunwind.a;dl")
|
||||||
|
set(CMAKE_C_IMPLICIT_LINK_DIRECTORIES "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/lib/clang/18/lib/linux/aarch64;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib/aarch64-linux-android/24;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib/aarch64-linux-android;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib")
|
||||||
|
set(CMAKE_C_IMPLICIT_LINK_FRAMEWORK_DIRECTORIES "")
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
set(CMAKE_CXX_COMPILER "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/clang++.exe")
|
||||||
|
set(CMAKE_CXX_COMPILER_ARG1 "")
|
||||||
|
set(CMAKE_CXX_COMPILER_ID "Clang")
|
||||||
|
set(CMAKE_CXX_COMPILER_VERSION "18.0.3")
|
||||||
|
set(CMAKE_CXX_COMPILER_VERSION_INTERNAL "")
|
||||||
|
set(CMAKE_CXX_COMPILER_WRAPPER "")
|
||||||
|
set(CMAKE_CXX_STANDARD_COMPUTED_DEFAULT "17")
|
||||||
|
set(CMAKE_CXX_EXTENSIONS_COMPUTED_DEFAULT "ON")
|
||||||
|
set(CMAKE_CXX_COMPILE_FEATURES "cxx_std_98;cxx_template_template_parameters;cxx_std_11;cxx_alias_templates;cxx_alignas;cxx_alignof;cxx_attributes;cxx_auto_type;cxx_constexpr;cxx_decltype;cxx_decltype_incomplete_return_types;cxx_default_function_template_args;cxx_defaulted_functions;cxx_defaulted_move_initializers;cxx_delegating_constructors;cxx_deleted_functions;cxx_enum_forward_declarations;cxx_explicit_conversions;cxx_extended_friend_declarations;cxx_extern_templates;cxx_final;cxx_func_identifier;cxx_generalized_initializers;cxx_inheriting_constructors;cxx_inline_namespaces;cxx_lambdas;cxx_local_type_template_args;cxx_long_long_type;cxx_noexcept;cxx_nonstatic_member_init;cxx_nullptr;cxx_override;cxx_range_for;cxx_raw_string_literals;cxx_reference_qualified_functions;cxx_right_angle_brackets;cxx_rvalue_references;cxx_sizeof_member;cxx_static_assert;cxx_strong_enums;cxx_thread_local;cxx_trailing_return_types;cxx_unicode_literals;cxx_uniform_initialization;cxx_unrestricted_unions;cxx_user_literals;cxx_variadic_macros;cxx_variadic_templates;cxx_std_14;cxx_aggregate_default_initializers;cxx_attribute_deprecated;cxx_binary_literals;cxx_contextual_conversions;cxx_decltype_auto;cxx_digit_separators;cxx_generic_lambdas;cxx_lambda_init_captures;cxx_relaxed_constexpr;cxx_return_type_deduction;cxx_variable_templates;cxx_std_17;cxx_std_20;cxx_std_23")
|
||||||
|
set(CMAKE_CXX98_COMPILE_FEATURES "cxx_std_98;cxx_template_template_parameters")
|
||||||
|
set(CMAKE_CXX11_COMPILE_FEATURES "cxx_std_11;cxx_alias_templates;cxx_alignas;cxx_alignof;cxx_attributes;cxx_auto_type;cxx_constexpr;cxx_decltype;cxx_decltype_incomplete_return_types;cxx_default_function_template_args;cxx_defaulted_functions;cxx_defaulted_move_initializers;cxx_delegating_constructors;cxx_deleted_functions;cxx_enum_forward_declarations;cxx_explicit_conversions;cxx_extended_friend_declarations;cxx_extern_templates;cxx_final;cxx_func_identifier;cxx_generalized_initializers;cxx_inheriting_constructors;cxx_inline_namespaces;cxx_lambdas;cxx_local_type_template_args;cxx_long_long_type;cxx_noexcept;cxx_nonstatic_member_init;cxx_nullptr;cxx_override;cxx_range_for;cxx_raw_string_literals;cxx_reference_qualified_functions;cxx_right_angle_brackets;cxx_rvalue_references;cxx_sizeof_member;cxx_static_assert;cxx_strong_enums;cxx_thread_local;cxx_trailing_return_types;cxx_unicode_literals;cxx_uniform_initialization;cxx_unrestricted_unions;cxx_user_literals;cxx_variadic_macros;cxx_variadic_templates")
|
||||||
|
set(CMAKE_CXX14_COMPILE_FEATURES "cxx_std_14;cxx_aggregate_default_initializers;cxx_attribute_deprecated;cxx_binary_literals;cxx_contextual_conversions;cxx_decltype_auto;cxx_digit_separators;cxx_generic_lambdas;cxx_lambda_init_captures;cxx_relaxed_constexpr;cxx_return_type_deduction;cxx_variable_templates")
|
||||||
|
set(CMAKE_CXX17_COMPILE_FEATURES "cxx_std_17")
|
||||||
|
set(CMAKE_CXX20_COMPILE_FEATURES "cxx_std_20")
|
||||||
|
set(CMAKE_CXX23_COMPILE_FEATURES "cxx_std_23")
|
||||||
|
|
||||||
|
set(CMAKE_CXX_PLATFORM_ID "Linux")
|
||||||
|
set(CMAKE_CXX_SIMULATE_ID "")
|
||||||
|
set(CMAKE_CXX_COMPILER_FRONTEND_VARIANT "GNU")
|
||||||
|
set(CMAKE_CXX_SIMULATE_VERSION "")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
set(CMAKE_AR "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ar.exe")
|
||||||
|
set(CMAKE_CXX_COMPILER_AR "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ar.exe")
|
||||||
|
set(CMAKE_RANLIB "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ranlib.exe")
|
||||||
|
set(CMAKE_CXX_COMPILER_RANLIB "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-ranlib.exe")
|
||||||
|
set(CMAKE_LINKER "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/ld.lld.exe")
|
||||||
|
set(CMAKE_MT "")
|
||||||
|
set(CMAKE_COMPILER_IS_GNUCXX )
|
||||||
|
set(CMAKE_CXX_COMPILER_LOADED 1)
|
||||||
|
set(CMAKE_CXX_COMPILER_WORKS TRUE)
|
||||||
|
set(CMAKE_CXX_ABI_COMPILED TRUE)
|
||||||
|
|
||||||
|
set(CMAKE_CXX_COMPILER_ENV_VAR "CXX")
|
||||||
|
|
||||||
|
set(CMAKE_CXX_COMPILER_ID_RUN 1)
|
||||||
|
set(CMAKE_CXX_SOURCE_FILE_EXTENSIONS C;M;c++;cc;cpp;cxx;m;mm;mpp;CPP;ixx;cppm)
|
||||||
|
set(CMAKE_CXX_IGNORE_EXTENSIONS inl;h;hpp;HPP;H;o;O;obj;OBJ;def;DEF;rc;RC)
|
||||||
|
|
||||||
|
foreach (lang C OBJC OBJCXX)
|
||||||
|
if (CMAKE_${lang}_COMPILER_ID_RUN)
|
||||||
|
foreach(extension IN LISTS CMAKE_${lang}_SOURCE_FILE_EXTENSIONS)
|
||||||
|
list(REMOVE_ITEM CMAKE_CXX_SOURCE_FILE_EXTENSIONS ${extension})
|
||||||
|
endforeach()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
set(CMAKE_CXX_LINKER_PREFERENCE 30)
|
||||||
|
set(CMAKE_CXX_LINKER_PREFERENCE_PROPAGATES 1)
|
||||||
|
|
||||||
|
# Save compiler ABI information.
|
||||||
|
set(CMAKE_CXX_SIZEOF_DATA_PTR "8")
|
||||||
|
set(CMAKE_CXX_COMPILER_ABI "ELF")
|
||||||
|
set(CMAKE_CXX_BYTE_ORDER "LITTLE_ENDIAN")
|
||||||
|
set(CMAKE_CXX_LIBRARY_ARCHITECTURE "")
|
||||||
|
|
||||||
|
if(CMAKE_CXX_SIZEOF_DATA_PTR)
|
||||||
|
set(CMAKE_SIZEOF_VOID_P "${CMAKE_CXX_SIZEOF_DATA_PTR}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(CMAKE_CXX_COMPILER_ABI)
|
||||||
|
set(CMAKE_INTERNAL_PLATFORM_ABI "${CMAKE_CXX_COMPILER_ABI}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(CMAKE_CXX_LIBRARY_ARCHITECTURE)
|
||||||
|
set(CMAKE_LIBRARY_ARCHITECTURE "")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(CMAKE_CXX_CL_SHOWINCLUDES_PREFIX "")
|
||||||
|
if(CMAKE_CXX_CL_SHOWINCLUDES_PREFIX)
|
||||||
|
set(CMAKE_CL_SHOWINCLUDES_PREFIX "${CMAKE_CXX_CL_SHOWINCLUDES_PREFIX}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
set(CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/include/c++/v1;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/lib/clang/18/include;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/include/aarch64-linux-android;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/include")
|
||||||
|
set(CMAKE_CXX_IMPLICIT_LINK_LIBRARIES "-l:libunwind.a;dl;c;-l:libunwind.a;dl")
|
||||||
|
set(CMAKE_CXX_IMPLICIT_LINK_DIRECTORIES "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/lib/clang/18/lib/linux/aarch64;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib/aarch64-linux-android/24;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib/aarch64-linux-android;C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib")
|
||||||
|
set(CMAKE_CXX_IMPLICIT_LINK_FRAMEWORK_DIRECTORIES "")
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
set(CMAKE_HOST_SYSTEM "Windows-10.0.26100")
|
||||||
|
set(CMAKE_HOST_SYSTEM_NAME "Windows")
|
||||||
|
set(CMAKE_HOST_SYSTEM_VERSION "10.0.26100")
|
||||||
|
set(CMAKE_HOST_SYSTEM_PROCESSOR "AMD64")
|
||||||
|
|
||||||
|
include("C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/cmake/android.toolchain.cmake")
|
||||||
|
|
||||||
|
set(CMAKE_SYSTEM "Android-1")
|
||||||
|
set(CMAKE_SYSTEM_NAME "Android")
|
||||||
|
set(CMAKE_SYSTEM_VERSION "1")
|
||||||
|
set(CMAKE_SYSTEM_PROCESSOR "aarch64")
|
||||||
|
|
||||||
|
set(CMAKE_CROSSCOMPILING "TRUE")
|
||||||
|
|
||||||
|
set(CMAKE_SYSTEM_LOADED 1)
|
||||||
@@ -0,0 +1,803 @@
|
|||||||
|
#ifdef __cplusplus
|
||||||
|
# error "A C++ compiler has been selected for C."
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(__18CXX)
|
||||||
|
# define ID_VOID_MAIN
|
||||||
|
#endif
|
||||||
|
#if defined(__CLASSIC_C__)
|
||||||
|
/* cv-qualifiers did not exist in K&R C */
|
||||||
|
# define const
|
||||||
|
# define volatile
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if !defined(__has_include)
|
||||||
|
/* If the compiler does not have __has_include, pretend the answer is
|
||||||
|
always no. */
|
||||||
|
# define __has_include(x) 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
/* Version number components: V=Version, R=Revision, P=Patch
|
||||||
|
Version date components: YYYY=Year, MM=Month, DD=Day */
|
||||||
|
|
||||||
|
#if defined(__INTEL_COMPILER) || defined(__ICC)
|
||||||
|
# define COMPILER_ID "Intel"
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC__)
|
||||||
|
# define SIMULATE_ID "GNU"
|
||||||
|
# endif
|
||||||
|
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
|
||||||
|
except that a few beta releases use the old format with V=2021. */
|
||||||
|
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
|
||||||
|
# if defined(__INTEL_COMPILER_UPDATE)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
|
||||||
|
# else
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
|
||||||
|
# endif
|
||||||
|
# else
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
|
||||||
|
/* The third version component from --version is an update index,
|
||||||
|
but no macro is provided for it. */
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(0)
|
||||||
|
# endif
|
||||||
|
# if defined(__INTEL_COMPILER_BUILD_DATE)
|
||||||
|
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
|
||||||
|
# endif
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
|
||||||
|
# elif defined(__GNUG__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC_MINOR__)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC_PATCHLEVEL__)
|
||||||
|
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
|
||||||
|
# define COMPILER_ID "IntelLLVM"
|
||||||
|
#if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC__)
|
||||||
|
# define SIMULATE_ID "GNU"
|
||||||
|
#endif
|
||||||
|
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
|
||||||
|
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
|
||||||
|
* VVVV is no smaller than the current year when a version is released.
|
||||||
|
*/
|
||||||
|
#if __INTEL_LLVM_COMPILER < 1000000L
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
|
||||||
|
#else
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
|
||||||
|
#endif
|
||||||
|
#if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
|
||||||
|
#elif defined(__GNUG__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC_MINOR__)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC_PATCHLEVEL__)
|
||||||
|
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#elif defined(__PATHCC__)
|
||||||
|
# define COMPILER_ID "PathScale"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
|
||||||
|
# if defined(__PATHCC_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
|
||||||
|
# define COMPILER_ID "Embarcadero"
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
|
||||||
|
|
||||||
|
#elif defined(__BORLANDC__)
|
||||||
|
# define COMPILER_ID "Borland"
|
||||||
|
/* __BORLANDC__ = 0xVRR */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
|
||||||
|
# define COMPILER_ID "Watcom"
|
||||||
|
/* __WATCOMC__ = VVRR */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
|
||||||
|
# if (__WATCOMC__ % 10) > 0
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__)
|
||||||
|
# define COMPILER_ID "OpenWatcom"
|
||||||
|
/* __WATCOMC__ = VVRP + 1100 */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
|
||||||
|
# if (__WATCOMC__ % 10) > 0
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__SUNPRO_C)
|
||||||
|
# define COMPILER_ID "SunPro"
|
||||||
|
# if __SUNPRO_C >= 0x5100
|
||||||
|
/* __SUNPRO_C = 0xVRRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>12)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xFF)
|
||||||
|
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF)
|
||||||
|
# else
|
||||||
|
/* __SUNPRO_CC = 0xVRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>8)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xF)
|
||||||
|
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__HP_cc)
|
||||||
|
# define COMPILER_ID "HP"
|
||||||
|
/* __HP_cc = VVRRPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__HP_cc/10000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__HP_cc/100 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__HP_cc % 100)
|
||||||
|
|
||||||
|
#elif defined(__DECC)
|
||||||
|
# define COMPILER_ID "Compaq"
|
||||||
|
/* __DECC_VER = VVRRTPPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__DECC_VER/10000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__DECC_VER/100000 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__DECC_VER % 10000)
|
||||||
|
|
||||||
|
#elif defined(__IBMC__) && defined(__COMPILER_VER__)
|
||||||
|
# define COMPILER_ID "zOS"
|
||||||
|
/* __IBMC__ = VRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
|
||||||
|
|
||||||
|
#elif defined(__ibmxl__) && defined(__clang__)
|
||||||
|
# define COMPILER_ID "XLClang"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__IBMC__) && !defined(__COMPILER_VER__) && __IBMC__ >= 800
|
||||||
|
# define COMPILER_ID "XL"
|
||||||
|
/* __IBMC__ = VRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
|
||||||
|
|
||||||
|
#elif defined(__IBMC__) && !defined(__COMPILER_VER__) && __IBMC__ < 800
|
||||||
|
# define COMPILER_ID "VisualAge"
|
||||||
|
/* __IBMC__ = VRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
|
||||||
|
|
||||||
|
#elif defined(__NVCOMPILER)
|
||||||
|
# define COMPILER_ID "NVHPC"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
|
||||||
|
# if defined(__NVCOMPILER_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__PGI)
|
||||||
|
# define COMPILER_ID "PGI"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
|
||||||
|
# if defined(__PGIC_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(_CRAYC)
|
||||||
|
# define COMPILER_ID "Cray"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
|
||||||
|
|
||||||
|
#elif defined(__TI_COMPILER_VERSION__)
|
||||||
|
# define COMPILER_ID "TI"
|
||||||
|
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
|
||||||
|
|
||||||
|
#elif defined(__CLANG_FUJITSU)
|
||||||
|
# define COMPILER_ID "FujitsuClang"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
|
||||||
|
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__FUJITSU)
|
||||||
|
# define COMPILER_ID "Fujitsu"
|
||||||
|
# if defined(__FCC_version__)
|
||||||
|
# define COMPILER_VERSION __FCC_version__
|
||||||
|
# elif defined(__FCC_major__)
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
|
||||||
|
# endif
|
||||||
|
# if defined(__fcc_version)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
|
||||||
|
# elif defined(__FCC_VERSION)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__ghs__)
|
||||||
|
# define COMPILER_ID "GHS"
|
||||||
|
/* __GHS_VERSION_NUMBER = VVVVRP */
|
||||||
|
# ifdef __GHS_VERSION_NUMBER
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__TINYC__)
|
||||||
|
# define COMPILER_ID "TinyCC"
|
||||||
|
|
||||||
|
#elif defined(__BCC__)
|
||||||
|
# define COMPILER_ID "Bruce"
|
||||||
|
|
||||||
|
#elif defined(__SCO_VERSION__)
|
||||||
|
# define COMPILER_ID "SCO"
|
||||||
|
|
||||||
|
#elif defined(__ARMCC_VERSION) && !defined(__clang__)
|
||||||
|
# define COMPILER_ID "ARMCC"
|
||||||
|
#if __ARMCC_VERSION >= 1000000
|
||||||
|
/* __ARMCC_VERSION = VRRPPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
|
||||||
|
#else
|
||||||
|
/* __ARMCC_VERSION = VRPPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__clang__) && defined(__apple_build_version__)
|
||||||
|
# define COMPILER_ID "AppleClang"
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
# endif
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# endif
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
|
||||||
|
|
||||||
|
#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
|
||||||
|
# define COMPILER_ID "ARMClang"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
|
||||||
|
|
||||||
|
#elif defined(__clang__)
|
||||||
|
# define COMPILER_ID "Clang"
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
# endif
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__GNUC__)
|
||||||
|
# define COMPILER_ID "GNU"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
|
||||||
|
# if defined(__GNUC_MINOR__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(_MSC_VER)
|
||||||
|
# define COMPILER_ID "MSVC"
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# if defined(_MSC_FULL_VER)
|
||||||
|
# if _MSC_VER >= 1400
|
||||||
|
/* _MSC_FULL_VER = VVRRPPPPP */
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
|
||||||
|
# else
|
||||||
|
/* _MSC_FULL_VER = VVRRPPPP */
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
# if defined(_MSC_BUILD)
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__)
|
||||||
|
# define COMPILER_ID "ADSP"
|
||||||
|
#if defined(__VISUALDSPVERSION__)
|
||||||
|
/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
|
||||||
|
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
|
||||||
|
# define COMPILER_ID "IAR"
|
||||||
|
# if defined(__VER__) && defined(__ICCARM__)
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
|
||||||
|
# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC)
|
||||||
|
# define COMPILER_ID "SDCC"
|
||||||
|
# if defined(__SDCC_VERSION_MAJOR)
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__SDCC_VERSION_PATCH)
|
||||||
|
# else
|
||||||
|
/* SDCC = VRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(SDCC/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(SDCC % 10)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
|
||||||
|
/* These compilers are either not known or too old to define an
|
||||||
|
identification macro. Try to identify the platform and guess that
|
||||||
|
it is the native compiler. */
|
||||||
|
#elif defined(__hpux) || defined(__hpua)
|
||||||
|
# define COMPILER_ID "HP"
|
||||||
|
|
||||||
|
#else /* unknown compiler */
|
||||||
|
# define COMPILER_ID ""
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct the string literal in pieces to prevent the source from
|
||||||
|
getting matched. Store it in a pointer rather than an array
|
||||||
|
because some compilers will just produce instructions to fill the
|
||||||
|
array rather than assigning a pointer to a static array. */
|
||||||
|
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
|
||||||
|
#ifdef SIMULATE_ID
|
||||||
|
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef __QNXNTO__
|
||||||
|
char const* qnxnto = "INFO" ":" "qnxnto[]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
|
||||||
|
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define STRINGIFY_HELPER(X) #X
|
||||||
|
#define STRINGIFY(X) STRINGIFY_HELPER(X)
|
||||||
|
|
||||||
|
/* Identify known platforms by name. */
|
||||||
|
#if defined(__linux) || defined(__linux__) || defined(linux)
|
||||||
|
# define PLATFORM_ID "Linux"
|
||||||
|
|
||||||
|
#elif defined(__MSYS__)
|
||||||
|
# define PLATFORM_ID "MSYS"
|
||||||
|
|
||||||
|
#elif defined(__CYGWIN__)
|
||||||
|
# define PLATFORM_ID "Cygwin"
|
||||||
|
|
||||||
|
#elif defined(__MINGW32__)
|
||||||
|
# define PLATFORM_ID "MinGW"
|
||||||
|
|
||||||
|
#elif defined(__APPLE__)
|
||||||
|
# define PLATFORM_ID "Darwin"
|
||||||
|
|
||||||
|
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
|
||||||
|
# define PLATFORM_ID "Windows"
|
||||||
|
|
||||||
|
#elif defined(__FreeBSD__) || defined(__FreeBSD)
|
||||||
|
# define PLATFORM_ID "FreeBSD"
|
||||||
|
|
||||||
|
#elif defined(__NetBSD__) || defined(__NetBSD)
|
||||||
|
# define PLATFORM_ID "NetBSD"
|
||||||
|
|
||||||
|
#elif defined(__OpenBSD__) || defined(__OPENBSD)
|
||||||
|
# define PLATFORM_ID "OpenBSD"
|
||||||
|
|
||||||
|
#elif defined(__sun) || defined(sun)
|
||||||
|
# define PLATFORM_ID "SunOS"
|
||||||
|
|
||||||
|
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
|
||||||
|
# define PLATFORM_ID "AIX"
|
||||||
|
|
||||||
|
#elif defined(__hpux) || defined(__hpux__)
|
||||||
|
# define PLATFORM_ID "HP-UX"
|
||||||
|
|
||||||
|
#elif defined(__HAIKU__)
|
||||||
|
# define PLATFORM_ID "Haiku"
|
||||||
|
|
||||||
|
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
|
||||||
|
# define PLATFORM_ID "BeOS"
|
||||||
|
|
||||||
|
#elif defined(__QNX__) || defined(__QNXNTO__)
|
||||||
|
# define PLATFORM_ID "QNX"
|
||||||
|
|
||||||
|
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
|
||||||
|
# define PLATFORM_ID "Tru64"
|
||||||
|
|
||||||
|
#elif defined(__riscos) || defined(__riscos__)
|
||||||
|
# define PLATFORM_ID "RISCos"
|
||||||
|
|
||||||
|
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
|
||||||
|
# define PLATFORM_ID "SINIX"
|
||||||
|
|
||||||
|
#elif defined(__UNIX_SV__)
|
||||||
|
# define PLATFORM_ID "UNIX_SV"
|
||||||
|
|
||||||
|
#elif defined(__bsdos__)
|
||||||
|
# define PLATFORM_ID "BSDOS"
|
||||||
|
|
||||||
|
#elif defined(_MPRAS) || defined(MPRAS)
|
||||||
|
# define PLATFORM_ID "MP-RAS"
|
||||||
|
|
||||||
|
#elif defined(__osf) || defined(__osf__)
|
||||||
|
# define PLATFORM_ID "OSF1"
|
||||||
|
|
||||||
|
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
|
||||||
|
# define PLATFORM_ID "SCO_SV"
|
||||||
|
|
||||||
|
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
|
||||||
|
# define PLATFORM_ID "ULTRIX"
|
||||||
|
|
||||||
|
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
|
||||||
|
# define PLATFORM_ID "Xenix"
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__)
|
||||||
|
# if defined(__LINUX__)
|
||||||
|
# define PLATFORM_ID "Linux"
|
||||||
|
|
||||||
|
# elif defined(__DOS__)
|
||||||
|
# define PLATFORM_ID "DOS"
|
||||||
|
|
||||||
|
# elif defined(__OS2__)
|
||||||
|
# define PLATFORM_ID "OS2"
|
||||||
|
|
||||||
|
# elif defined(__WINDOWS__)
|
||||||
|
# define PLATFORM_ID "Windows3x"
|
||||||
|
|
||||||
|
# elif defined(__VXWORKS__)
|
||||||
|
# define PLATFORM_ID "VxWorks"
|
||||||
|
|
||||||
|
# else /* unknown platform */
|
||||||
|
# define PLATFORM_ID
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__INTEGRITY)
|
||||||
|
# if defined(INT_178B)
|
||||||
|
# define PLATFORM_ID "Integrity178"
|
||||||
|
|
||||||
|
# else /* regular Integrity */
|
||||||
|
# define PLATFORM_ID "Integrity"
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#else /* unknown platform */
|
||||||
|
# define PLATFORM_ID
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* For windows compilers MSVC and Intel we can determine
|
||||||
|
the architecture of the compiler being used. This is because
|
||||||
|
the compilers do not have flags that can change the architecture,
|
||||||
|
but rather depend on which compiler is being used
|
||||||
|
*/
|
||||||
|
#if defined(_WIN32) && defined(_MSC_VER)
|
||||||
|
# if defined(_M_IA64)
|
||||||
|
# define ARCHITECTURE_ID "IA64"
|
||||||
|
|
||||||
|
# elif defined(_M_ARM64EC)
|
||||||
|
# define ARCHITECTURE_ID "ARM64EC"
|
||||||
|
|
||||||
|
# elif defined(_M_X64) || defined(_M_AMD64)
|
||||||
|
# define ARCHITECTURE_ID "x64"
|
||||||
|
|
||||||
|
# elif defined(_M_IX86)
|
||||||
|
# define ARCHITECTURE_ID "X86"
|
||||||
|
|
||||||
|
# elif defined(_M_ARM64)
|
||||||
|
# define ARCHITECTURE_ID "ARM64"
|
||||||
|
|
||||||
|
# elif defined(_M_ARM)
|
||||||
|
# if _M_ARM == 4
|
||||||
|
# define ARCHITECTURE_ID "ARMV4I"
|
||||||
|
# elif _M_ARM == 5
|
||||||
|
# define ARCHITECTURE_ID "ARMV5I"
|
||||||
|
# else
|
||||||
|
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
# elif defined(_M_MIPS)
|
||||||
|
# define ARCHITECTURE_ID "MIPS"
|
||||||
|
|
||||||
|
# elif defined(_M_SH)
|
||||||
|
# define ARCHITECTURE_ID "SHx"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__)
|
||||||
|
# if defined(_M_I86)
|
||||||
|
# define ARCHITECTURE_ID "I86"
|
||||||
|
|
||||||
|
# elif defined(_M_IX86)
|
||||||
|
# define ARCHITECTURE_ID "X86"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
|
||||||
|
# if defined(__ICCARM__)
|
||||||
|
# define ARCHITECTURE_ID "ARM"
|
||||||
|
|
||||||
|
# elif defined(__ICCRX__)
|
||||||
|
# define ARCHITECTURE_ID "RX"
|
||||||
|
|
||||||
|
# elif defined(__ICCRH850__)
|
||||||
|
# define ARCHITECTURE_ID "RH850"
|
||||||
|
|
||||||
|
# elif defined(__ICCRL78__)
|
||||||
|
# define ARCHITECTURE_ID "RL78"
|
||||||
|
|
||||||
|
# elif defined(__ICCRISCV__)
|
||||||
|
# define ARCHITECTURE_ID "RISCV"
|
||||||
|
|
||||||
|
# elif defined(__ICCAVR__)
|
||||||
|
# define ARCHITECTURE_ID "AVR"
|
||||||
|
|
||||||
|
# elif defined(__ICC430__)
|
||||||
|
# define ARCHITECTURE_ID "MSP430"
|
||||||
|
|
||||||
|
# elif defined(__ICCV850__)
|
||||||
|
# define ARCHITECTURE_ID "V850"
|
||||||
|
|
||||||
|
# elif defined(__ICC8051__)
|
||||||
|
# define ARCHITECTURE_ID "8051"
|
||||||
|
|
||||||
|
# elif defined(__ICCSTM8__)
|
||||||
|
# define ARCHITECTURE_ID "STM8"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__ghs__)
|
||||||
|
# if defined(__PPC64__)
|
||||||
|
# define ARCHITECTURE_ID "PPC64"
|
||||||
|
|
||||||
|
# elif defined(__ppc__)
|
||||||
|
# define ARCHITECTURE_ID "PPC"
|
||||||
|
|
||||||
|
# elif defined(__ARM__)
|
||||||
|
# define ARCHITECTURE_ID "ARM"
|
||||||
|
|
||||||
|
# elif defined(__x86_64__)
|
||||||
|
# define ARCHITECTURE_ID "x64"
|
||||||
|
|
||||||
|
# elif defined(__i386__)
|
||||||
|
# define ARCHITECTURE_ID "X86"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__TI_COMPILER_VERSION__)
|
||||||
|
# if defined(__TI_ARM__)
|
||||||
|
# define ARCHITECTURE_ID "ARM"
|
||||||
|
|
||||||
|
# elif defined(__MSP430__)
|
||||||
|
# define ARCHITECTURE_ID "MSP430"
|
||||||
|
|
||||||
|
# elif defined(__TMS320C28XX__)
|
||||||
|
# define ARCHITECTURE_ID "TMS320C28x"
|
||||||
|
|
||||||
|
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
|
||||||
|
# define ARCHITECTURE_ID "TMS320C6x"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#else
|
||||||
|
# define ARCHITECTURE_ID
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Convert integer to decimal digit literals. */
|
||||||
|
#define DEC(n) \
|
||||||
|
('0' + (((n) / 10000000)%10)), \
|
||||||
|
('0' + (((n) / 1000000)%10)), \
|
||||||
|
('0' + (((n) / 100000)%10)), \
|
||||||
|
('0' + (((n) / 10000)%10)), \
|
||||||
|
('0' + (((n) / 1000)%10)), \
|
||||||
|
('0' + (((n) / 100)%10)), \
|
||||||
|
('0' + (((n) / 10)%10)), \
|
||||||
|
('0' + ((n) % 10))
|
||||||
|
|
||||||
|
/* Convert integer to hex digit literals. */
|
||||||
|
#define HEX(n) \
|
||||||
|
('0' + ((n)>>28 & 0xF)), \
|
||||||
|
('0' + ((n)>>24 & 0xF)), \
|
||||||
|
('0' + ((n)>>20 & 0xF)), \
|
||||||
|
('0' + ((n)>>16 & 0xF)), \
|
||||||
|
('0' + ((n)>>12 & 0xF)), \
|
||||||
|
('0' + ((n)>>8 & 0xF)), \
|
||||||
|
('0' + ((n)>>4 & 0xF)), \
|
||||||
|
('0' + ((n) & 0xF))
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the version number. */
|
||||||
|
#ifdef COMPILER_VERSION
|
||||||
|
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the version number components. */
|
||||||
|
#elif defined(COMPILER_VERSION_MAJOR)
|
||||||
|
char const info_version[] = {
|
||||||
|
'I', 'N', 'F', 'O', ':',
|
||||||
|
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
|
||||||
|
COMPILER_VERSION_MAJOR,
|
||||||
|
# ifdef COMPILER_VERSION_MINOR
|
||||||
|
'.', COMPILER_VERSION_MINOR,
|
||||||
|
# ifdef COMPILER_VERSION_PATCH
|
||||||
|
'.', COMPILER_VERSION_PATCH,
|
||||||
|
# ifdef COMPILER_VERSION_TWEAK
|
||||||
|
'.', COMPILER_VERSION_TWEAK,
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
']','\0'};
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the internal version number. */
|
||||||
|
#ifdef COMPILER_VERSION_INTERNAL
|
||||||
|
char const info_version_internal[] = {
|
||||||
|
'I', 'N', 'F', 'O', ':',
|
||||||
|
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
|
||||||
|
'i','n','t','e','r','n','a','l','[',
|
||||||
|
COMPILER_VERSION_INTERNAL,']','\0'};
|
||||||
|
#elif defined(COMPILER_VERSION_INTERNAL_STR)
|
||||||
|
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the version number components. */
|
||||||
|
#ifdef SIMULATE_VERSION_MAJOR
|
||||||
|
char const info_simulate_version[] = {
|
||||||
|
'I', 'N', 'F', 'O', ':',
|
||||||
|
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
|
||||||
|
SIMULATE_VERSION_MAJOR,
|
||||||
|
# ifdef SIMULATE_VERSION_MINOR
|
||||||
|
'.', SIMULATE_VERSION_MINOR,
|
||||||
|
# ifdef SIMULATE_VERSION_PATCH
|
||||||
|
'.', SIMULATE_VERSION_PATCH,
|
||||||
|
# ifdef SIMULATE_VERSION_TWEAK
|
||||||
|
'.', SIMULATE_VERSION_TWEAK,
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
']','\0'};
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct the string literal in pieces to prevent the source from
|
||||||
|
getting matched. Store it in a pointer rather than an array
|
||||||
|
because some compilers will just produce instructions to fill the
|
||||||
|
array rather than assigning a pointer to a static array. */
|
||||||
|
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
|
||||||
|
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#if !defined(__STDC__) && !defined(__clang__)
|
||||||
|
# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
|
||||||
|
# define C_VERSION "90"
|
||||||
|
# else
|
||||||
|
# define C_VERSION
|
||||||
|
# endif
|
||||||
|
#elif __STDC_VERSION__ > 201710L
|
||||||
|
# define C_VERSION "23"
|
||||||
|
#elif __STDC_VERSION__ >= 201710L
|
||||||
|
# define C_VERSION "17"
|
||||||
|
#elif __STDC_VERSION__ >= 201000L
|
||||||
|
# define C_VERSION "11"
|
||||||
|
#elif __STDC_VERSION__ >= 199901L
|
||||||
|
# define C_VERSION "99"
|
||||||
|
#else
|
||||||
|
# define C_VERSION "90"
|
||||||
|
#endif
|
||||||
|
const char* info_language_standard_default =
|
||||||
|
"INFO" ":" "standard_default[" C_VERSION "]";
|
||||||
|
|
||||||
|
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
|
||||||
|
/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */
|
||||||
|
#if (defined(__clang__) || defined(__GNUC__) || \
|
||||||
|
defined(__TI_COMPILER_VERSION__)) && \
|
||||||
|
!defined(__STRICT_ANSI__) && !defined(_MSC_VER)
|
||||||
|
"ON"
|
||||||
|
#else
|
||||||
|
"OFF"
|
||||||
|
#endif
|
||||||
|
"]";
|
||||||
|
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
#ifdef ID_VOID_MAIN
|
||||||
|
void main() {}
|
||||||
|
#else
|
||||||
|
# if defined(__CLASSIC_C__)
|
||||||
|
int main(argc, argv) int argc; char *argv[];
|
||||||
|
# else
|
||||||
|
int main(int argc, char* argv[])
|
||||||
|
# endif
|
||||||
|
{
|
||||||
|
int require = 0;
|
||||||
|
require += info_compiler[argc];
|
||||||
|
require += info_platform[argc];
|
||||||
|
require += info_arch[argc];
|
||||||
|
#ifdef COMPILER_VERSION_MAJOR
|
||||||
|
require += info_version[argc];
|
||||||
|
#endif
|
||||||
|
#ifdef COMPILER_VERSION_INTERNAL
|
||||||
|
require += info_version_internal[argc];
|
||||||
|
#endif
|
||||||
|
#ifdef SIMULATE_ID
|
||||||
|
require += info_simulate[argc];
|
||||||
|
#endif
|
||||||
|
#ifdef SIMULATE_VERSION_MAJOR
|
||||||
|
require += info_simulate_version[argc];
|
||||||
|
#endif
|
||||||
|
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
|
||||||
|
require += info_cray[argc];
|
||||||
|
#endif
|
||||||
|
require += info_language_standard_default[argc];
|
||||||
|
require += info_language_extensions_default[argc];
|
||||||
|
(void)argv;
|
||||||
|
return require;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,791 @@
|
|||||||
|
/* This source file must have a .cpp extension so that all C++ compilers
|
||||||
|
recognize the extension without flags. Borland does not know .cxx for
|
||||||
|
example. */
|
||||||
|
#ifndef __cplusplus
|
||||||
|
# error "A C compiler has been selected for C++."
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if !defined(__has_include)
|
||||||
|
/* If the compiler does not have __has_include, pretend the answer is
|
||||||
|
always no. */
|
||||||
|
# define __has_include(x) 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
/* Version number components: V=Version, R=Revision, P=Patch
|
||||||
|
Version date components: YYYY=Year, MM=Month, DD=Day */
|
||||||
|
|
||||||
|
#if defined(__COMO__)
|
||||||
|
# define COMPILER_ID "Comeau"
|
||||||
|
/* __COMO_VERSION__ = VRR */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
|
||||||
|
|
||||||
|
#elif defined(__INTEL_COMPILER) || defined(__ICC)
|
||||||
|
# define COMPILER_ID "Intel"
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC__)
|
||||||
|
# define SIMULATE_ID "GNU"
|
||||||
|
# endif
|
||||||
|
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
|
||||||
|
except that a few beta releases use the old format with V=2021. */
|
||||||
|
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
|
||||||
|
# if defined(__INTEL_COMPILER_UPDATE)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
|
||||||
|
# else
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
|
||||||
|
# endif
|
||||||
|
# else
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
|
||||||
|
/* The third version component from --version is an update index,
|
||||||
|
but no macro is provided for it. */
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(0)
|
||||||
|
# endif
|
||||||
|
# if defined(__INTEL_COMPILER_BUILD_DATE)
|
||||||
|
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
|
||||||
|
# endif
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
|
||||||
|
# elif defined(__GNUG__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC_MINOR__)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC_PATCHLEVEL__)
|
||||||
|
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
|
||||||
|
# define COMPILER_ID "IntelLLVM"
|
||||||
|
#if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC__)
|
||||||
|
# define SIMULATE_ID "GNU"
|
||||||
|
#endif
|
||||||
|
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
|
||||||
|
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
|
||||||
|
* VVVV is no smaller than the current year when a version is released.
|
||||||
|
*/
|
||||||
|
#if __INTEL_LLVM_COMPILER < 1000000L
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
|
||||||
|
#else
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
|
||||||
|
#endif
|
||||||
|
#if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
|
||||||
|
#elif defined(__GNUG__)
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC_MINOR__)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
|
||||||
|
#endif
|
||||||
|
#if defined(__GNUC_PATCHLEVEL__)
|
||||||
|
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#elif defined(__PATHCC__)
|
||||||
|
# define COMPILER_ID "PathScale"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
|
||||||
|
# if defined(__PATHCC_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
|
||||||
|
# define COMPILER_ID "Embarcadero"
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
|
||||||
|
|
||||||
|
#elif defined(__BORLANDC__)
|
||||||
|
# define COMPILER_ID "Borland"
|
||||||
|
/* __BORLANDC__ = 0xVRR */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
|
||||||
|
# define COMPILER_ID "Watcom"
|
||||||
|
/* __WATCOMC__ = VVRR */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
|
||||||
|
# if (__WATCOMC__ % 10) > 0
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__)
|
||||||
|
# define COMPILER_ID "OpenWatcom"
|
||||||
|
/* __WATCOMC__ = VVRP + 1100 */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
|
||||||
|
# if (__WATCOMC__ % 10) > 0
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__SUNPRO_CC)
|
||||||
|
# define COMPILER_ID "SunPro"
|
||||||
|
# if __SUNPRO_CC >= 0x5100
|
||||||
|
/* __SUNPRO_CC = 0xVRRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
|
||||||
|
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
|
||||||
|
# else
|
||||||
|
/* __SUNPRO_CC = 0xVRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
|
||||||
|
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__HP_aCC)
|
||||||
|
# define COMPILER_ID "HP"
|
||||||
|
/* __HP_aCC = VVRRPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
|
||||||
|
|
||||||
|
#elif defined(__DECCXX)
|
||||||
|
# define COMPILER_ID "Compaq"
|
||||||
|
/* __DECCXX_VER = VVRRTPPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
|
||||||
|
|
||||||
|
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
|
||||||
|
# define COMPILER_ID "zOS"
|
||||||
|
/* __IBMCPP__ = VRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
|
||||||
|
|
||||||
|
#elif defined(__ibmxl__) && defined(__clang__)
|
||||||
|
# define COMPILER_ID "XLClang"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
|
||||||
|
# define COMPILER_ID "XL"
|
||||||
|
/* __IBMCPP__ = VRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
|
||||||
|
|
||||||
|
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
|
||||||
|
# define COMPILER_ID "VisualAge"
|
||||||
|
/* __IBMCPP__ = VRP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
|
||||||
|
|
||||||
|
#elif defined(__NVCOMPILER)
|
||||||
|
# define COMPILER_ID "NVHPC"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
|
||||||
|
# if defined(__NVCOMPILER_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__PGI)
|
||||||
|
# define COMPILER_ID "PGI"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
|
||||||
|
# if defined(__PGIC_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(_CRAYC)
|
||||||
|
# define COMPILER_ID "Cray"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
|
||||||
|
|
||||||
|
#elif defined(__TI_COMPILER_VERSION__)
|
||||||
|
# define COMPILER_ID "TI"
|
||||||
|
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
|
||||||
|
|
||||||
|
#elif defined(__CLANG_FUJITSU)
|
||||||
|
# define COMPILER_ID "FujitsuClang"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
|
||||||
|
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__FUJITSU)
|
||||||
|
# define COMPILER_ID "Fujitsu"
|
||||||
|
# if defined(__FCC_version__)
|
||||||
|
# define COMPILER_VERSION __FCC_version__
|
||||||
|
# elif defined(__FCC_major__)
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
|
||||||
|
# endif
|
||||||
|
# if defined(__fcc_version)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
|
||||||
|
# elif defined(__FCC_VERSION)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__ghs__)
|
||||||
|
# define COMPILER_ID "GHS"
|
||||||
|
/* __GHS_VERSION_NUMBER = VVVVRP */
|
||||||
|
# ifdef __GHS_VERSION_NUMBER
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__SCO_VERSION__)
|
||||||
|
# define COMPILER_ID "SCO"
|
||||||
|
|
||||||
|
#elif defined(__ARMCC_VERSION) && !defined(__clang__)
|
||||||
|
# define COMPILER_ID "ARMCC"
|
||||||
|
#if __ARMCC_VERSION >= 1000000
|
||||||
|
/* __ARMCC_VERSION = VRRPPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
|
||||||
|
#else
|
||||||
|
/* __ARMCC_VERSION = VRPPPP */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#elif defined(__clang__) && defined(__apple_build_version__)
|
||||||
|
# define COMPILER_ID "AppleClang"
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
# endif
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# endif
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
|
||||||
|
|
||||||
|
#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
|
||||||
|
# define COMPILER_ID "ARMClang"
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
|
||||||
|
|
||||||
|
#elif defined(__clang__)
|
||||||
|
# define COMPILER_ID "Clang"
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
# define SIMULATE_ID "MSVC"
|
||||||
|
# endif
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
|
||||||
|
# if defined(_MSC_VER)
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__GNUC__) || defined(__GNUG__)
|
||||||
|
# define COMPILER_ID "GNU"
|
||||||
|
# if defined(__GNUC__)
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
|
||||||
|
# else
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(__GNUG__)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC_MINOR__)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
|
||||||
|
# endif
|
||||||
|
# if defined(__GNUC_PATCHLEVEL__)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(_MSC_VER)
|
||||||
|
# define COMPILER_ID "MSVC"
|
||||||
|
/* _MSC_VER = VVRR */
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
|
||||||
|
# if defined(_MSC_FULL_VER)
|
||||||
|
# if _MSC_VER >= 1400
|
||||||
|
/* _MSC_FULL_VER = VVRRPPPPP */
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
|
||||||
|
# else
|
||||||
|
/* _MSC_FULL_VER = VVRRPPPP */
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
# if defined(_MSC_BUILD)
|
||||||
|
# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__)
|
||||||
|
# define COMPILER_ID "ADSP"
|
||||||
|
#if defined(__VISUALDSPVERSION__)
|
||||||
|
/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
|
||||||
|
# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
|
||||||
|
# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
|
||||||
|
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
|
||||||
|
# define COMPILER_ID "IAR"
|
||||||
|
# if defined(__VER__) && defined(__ICCARM__)
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
|
||||||
|
# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
|
||||||
|
# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
|
||||||
|
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
|
||||||
|
# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
|
||||||
|
# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
|
||||||
|
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
|
||||||
|
/* These compilers are either not known or too old to define an
|
||||||
|
identification macro. Try to identify the platform and guess that
|
||||||
|
it is the native compiler. */
|
||||||
|
#elif defined(__hpux) || defined(__hpua)
|
||||||
|
# define COMPILER_ID "HP"
|
||||||
|
|
||||||
|
#else /* unknown compiler */
|
||||||
|
# define COMPILER_ID ""
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct the string literal in pieces to prevent the source from
|
||||||
|
getting matched. Store it in a pointer rather than an array
|
||||||
|
because some compilers will just produce instructions to fill the
|
||||||
|
array rather than assigning a pointer to a static array. */
|
||||||
|
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
|
||||||
|
#ifdef SIMULATE_ID
|
||||||
|
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef __QNXNTO__
|
||||||
|
char const* qnxnto = "INFO" ":" "qnxnto[]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
|
||||||
|
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define STRINGIFY_HELPER(X) #X
|
||||||
|
#define STRINGIFY(X) STRINGIFY_HELPER(X)
|
||||||
|
|
||||||
|
/* Identify known platforms by name. */
|
||||||
|
#if defined(__linux) || defined(__linux__) || defined(linux)
|
||||||
|
# define PLATFORM_ID "Linux"
|
||||||
|
|
||||||
|
#elif defined(__MSYS__)
|
||||||
|
# define PLATFORM_ID "MSYS"
|
||||||
|
|
||||||
|
#elif defined(__CYGWIN__)
|
||||||
|
# define PLATFORM_ID "Cygwin"
|
||||||
|
|
||||||
|
#elif defined(__MINGW32__)
|
||||||
|
# define PLATFORM_ID "MinGW"
|
||||||
|
|
||||||
|
#elif defined(__APPLE__)
|
||||||
|
# define PLATFORM_ID "Darwin"
|
||||||
|
|
||||||
|
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
|
||||||
|
# define PLATFORM_ID "Windows"
|
||||||
|
|
||||||
|
#elif defined(__FreeBSD__) || defined(__FreeBSD)
|
||||||
|
# define PLATFORM_ID "FreeBSD"
|
||||||
|
|
||||||
|
#elif defined(__NetBSD__) || defined(__NetBSD)
|
||||||
|
# define PLATFORM_ID "NetBSD"
|
||||||
|
|
||||||
|
#elif defined(__OpenBSD__) || defined(__OPENBSD)
|
||||||
|
# define PLATFORM_ID "OpenBSD"
|
||||||
|
|
||||||
|
#elif defined(__sun) || defined(sun)
|
||||||
|
# define PLATFORM_ID "SunOS"
|
||||||
|
|
||||||
|
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
|
||||||
|
# define PLATFORM_ID "AIX"
|
||||||
|
|
||||||
|
#elif defined(__hpux) || defined(__hpux__)
|
||||||
|
# define PLATFORM_ID "HP-UX"
|
||||||
|
|
||||||
|
#elif defined(__HAIKU__)
|
||||||
|
# define PLATFORM_ID "Haiku"
|
||||||
|
|
||||||
|
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
|
||||||
|
# define PLATFORM_ID "BeOS"
|
||||||
|
|
||||||
|
#elif defined(__QNX__) || defined(__QNXNTO__)
|
||||||
|
# define PLATFORM_ID "QNX"
|
||||||
|
|
||||||
|
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
|
||||||
|
# define PLATFORM_ID "Tru64"
|
||||||
|
|
||||||
|
#elif defined(__riscos) || defined(__riscos__)
|
||||||
|
# define PLATFORM_ID "RISCos"
|
||||||
|
|
||||||
|
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
|
||||||
|
# define PLATFORM_ID "SINIX"
|
||||||
|
|
||||||
|
#elif defined(__UNIX_SV__)
|
||||||
|
# define PLATFORM_ID "UNIX_SV"
|
||||||
|
|
||||||
|
#elif defined(__bsdos__)
|
||||||
|
# define PLATFORM_ID "BSDOS"
|
||||||
|
|
||||||
|
#elif defined(_MPRAS) || defined(MPRAS)
|
||||||
|
# define PLATFORM_ID "MP-RAS"
|
||||||
|
|
||||||
|
#elif defined(__osf) || defined(__osf__)
|
||||||
|
# define PLATFORM_ID "OSF1"
|
||||||
|
|
||||||
|
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
|
||||||
|
# define PLATFORM_ID "SCO_SV"
|
||||||
|
|
||||||
|
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
|
||||||
|
# define PLATFORM_ID "ULTRIX"
|
||||||
|
|
||||||
|
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
|
||||||
|
# define PLATFORM_ID "Xenix"
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__)
|
||||||
|
# if defined(__LINUX__)
|
||||||
|
# define PLATFORM_ID "Linux"
|
||||||
|
|
||||||
|
# elif defined(__DOS__)
|
||||||
|
# define PLATFORM_ID "DOS"
|
||||||
|
|
||||||
|
# elif defined(__OS2__)
|
||||||
|
# define PLATFORM_ID "OS2"
|
||||||
|
|
||||||
|
# elif defined(__WINDOWS__)
|
||||||
|
# define PLATFORM_ID "Windows3x"
|
||||||
|
|
||||||
|
# elif defined(__VXWORKS__)
|
||||||
|
# define PLATFORM_ID "VxWorks"
|
||||||
|
|
||||||
|
# else /* unknown platform */
|
||||||
|
# define PLATFORM_ID
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__INTEGRITY)
|
||||||
|
# if defined(INT_178B)
|
||||||
|
# define PLATFORM_ID "Integrity178"
|
||||||
|
|
||||||
|
# else /* regular Integrity */
|
||||||
|
# define PLATFORM_ID "Integrity"
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#else /* unknown platform */
|
||||||
|
# define PLATFORM_ID
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* For windows compilers MSVC and Intel we can determine
|
||||||
|
the architecture of the compiler being used. This is because
|
||||||
|
the compilers do not have flags that can change the architecture,
|
||||||
|
but rather depend on which compiler is being used
|
||||||
|
*/
|
||||||
|
#if defined(_WIN32) && defined(_MSC_VER)
|
||||||
|
# if defined(_M_IA64)
|
||||||
|
# define ARCHITECTURE_ID "IA64"
|
||||||
|
|
||||||
|
# elif defined(_M_ARM64EC)
|
||||||
|
# define ARCHITECTURE_ID "ARM64EC"
|
||||||
|
|
||||||
|
# elif defined(_M_X64) || defined(_M_AMD64)
|
||||||
|
# define ARCHITECTURE_ID "x64"
|
||||||
|
|
||||||
|
# elif defined(_M_IX86)
|
||||||
|
# define ARCHITECTURE_ID "X86"
|
||||||
|
|
||||||
|
# elif defined(_M_ARM64)
|
||||||
|
# define ARCHITECTURE_ID "ARM64"
|
||||||
|
|
||||||
|
# elif defined(_M_ARM)
|
||||||
|
# if _M_ARM == 4
|
||||||
|
# define ARCHITECTURE_ID "ARMV4I"
|
||||||
|
# elif _M_ARM == 5
|
||||||
|
# define ARCHITECTURE_ID "ARMV5I"
|
||||||
|
# else
|
||||||
|
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
|
||||||
|
# endif
|
||||||
|
|
||||||
|
# elif defined(_M_MIPS)
|
||||||
|
# define ARCHITECTURE_ID "MIPS"
|
||||||
|
|
||||||
|
# elif defined(_M_SH)
|
||||||
|
# define ARCHITECTURE_ID "SHx"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__WATCOMC__)
|
||||||
|
# if defined(_M_I86)
|
||||||
|
# define ARCHITECTURE_ID "I86"
|
||||||
|
|
||||||
|
# elif defined(_M_IX86)
|
||||||
|
# define ARCHITECTURE_ID "X86"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
|
||||||
|
# if defined(__ICCARM__)
|
||||||
|
# define ARCHITECTURE_ID "ARM"
|
||||||
|
|
||||||
|
# elif defined(__ICCRX__)
|
||||||
|
# define ARCHITECTURE_ID "RX"
|
||||||
|
|
||||||
|
# elif defined(__ICCRH850__)
|
||||||
|
# define ARCHITECTURE_ID "RH850"
|
||||||
|
|
||||||
|
# elif defined(__ICCRL78__)
|
||||||
|
# define ARCHITECTURE_ID "RL78"
|
||||||
|
|
||||||
|
# elif defined(__ICCRISCV__)
|
||||||
|
# define ARCHITECTURE_ID "RISCV"
|
||||||
|
|
||||||
|
# elif defined(__ICCAVR__)
|
||||||
|
# define ARCHITECTURE_ID "AVR"
|
||||||
|
|
||||||
|
# elif defined(__ICC430__)
|
||||||
|
# define ARCHITECTURE_ID "MSP430"
|
||||||
|
|
||||||
|
# elif defined(__ICCV850__)
|
||||||
|
# define ARCHITECTURE_ID "V850"
|
||||||
|
|
||||||
|
# elif defined(__ICC8051__)
|
||||||
|
# define ARCHITECTURE_ID "8051"
|
||||||
|
|
||||||
|
# elif defined(__ICCSTM8__)
|
||||||
|
# define ARCHITECTURE_ID "STM8"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__ghs__)
|
||||||
|
# if defined(__PPC64__)
|
||||||
|
# define ARCHITECTURE_ID "PPC64"
|
||||||
|
|
||||||
|
# elif defined(__ppc__)
|
||||||
|
# define ARCHITECTURE_ID "PPC"
|
||||||
|
|
||||||
|
# elif defined(__ARM__)
|
||||||
|
# define ARCHITECTURE_ID "ARM"
|
||||||
|
|
||||||
|
# elif defined(__x86_64__)
|
||||||
|
# define ARCHITECTURE_ID "x64"
|
||||||
|
|
||||||
|
# elif defined(__i386__)
|
||||||
|
# define ARCHITECTURE_ID "X86"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#elif defined(__TI_COMPILER_VERSION__)
|
||||||
|
# if defined(__TI_ARM__)
|
||||||
|
# define ARCHITECTURE_ID "ARM"
|
||||||
|
|
||||||
|
# elif defined(__MSP430__)
|
||||||
|
# define ARCHITECTURE_ID "MSP430"
|
||||||
|
|
||||||
|
# elif defined(__TMS320C28XX__)
|
||||||
|
# define ARCHITECTURE_ID "TMS320C28x"
|
||||||
|
|
||||||
|
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
|
||||||
|
# define ARCHITECTURE_ID "TMS320C6x"
|
||||||
|
|
||||||
|
# else /* unknown architecture */
|
||||||
|
# define ARCHITECTURE_ID ""
|
||||||
|
# endif
|
||||||
|
|
||||||
|
#else
|
||||||
|
# define ARCHITECTURE_ID
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Convert integer to decimal digit literals. */
|
||||||
|
#define DEC(n) \
|
||||||
|
('0' + (((n) / 10000000)%10)), \
|
||||||
|
('0' + (((n) / 1000000)%10)), \
|
||||||
|
('0' + (((n) / 100000)%10)), \
|
||||||
|
('0' + (((n) / 10000)%10)), \
|
||||||
|
('0' + (((n) / 1000)%10)), \
|
||||||
|
('0' + (((n) / 100)%10)), \
|
||||||
|
('0' + (((n) / 10)%10)), \
|
||||||
|
('0' + ((n) % 10))
|
||||||
|
|
||||||
|
/* Convert integer to hex digit literals. */
|
||||||
|
#define HEX(n) \
|
||||||
|
('0' + ((n)>>28 & 0xF)), \
|
||||||
|
('0' + ((n)>>24 & 0xF)), \
|
||||||
|
('0' + ((n)>>20 & 0xF)), \
|
||||||
|
('0' + ((n)>>16 & 0xF)), \
|
||||||
|
('0' + ((n)>>12 & 0xF)), \
|
||||||
|
('0' + ((n)>>8 & 0xF)), \
|
||||||
|
('0' + ((n)>>4 & 0xF)), \
|
||||||
|
('0' + ((n) & 0xF))
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the version number. */
|
||||||
|
#ifdef COMPILER_VERSION
|
||||||
|
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the version number components. */
|
||||||
|
#elif defined(COMPILER_VERSION_MAJOR)
|
||||||
|
char const info_version[] = {
|
||||||
|
'I', 'N', 'F', 'O', ':',
|
||||||
|
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
|
||||||
|
COMPILER_VERSION_MAJOR,
|
||||||
|
# ifdef COMPILER_VERSION_MINOR
|
||||||
|
'.', COMPILER_VERSION_MINOR,
|
||||||
|
# ifdef COMPILER_VERSION_PATCH
|
||||||
|
'.', COMPILER_VERSION_PATCH,
|
||||||
|
# ifdef COMPILER_VERSION_TWEAK
|
||||||
|
'.', COMPILER_VERSION_TWEAK,
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
']','\0'};
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the internal version number. */
|
||||||
|
#ifdef COMPILER_VERSION_INTERNAL
|
||||||
|
char const info_version_internal[] = {
|
||||||
|
'I', 'N', 'F', 'O', ':',
|
||||||
|
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
|
||||||
|
'i','n','t','e','r','n','a','l','[',
|
||||||
|
COMPILER_VERSION_INTERNAL,']','\0'};
|
||||||
|
#elif defined(COMPILER_VERSION_INTERNAL_STR)
|
||||||
|
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct a string literal encoding the version number components. */
|
||||||
|
#ifdef SIMULATE_VERSION_MAJOR
|
||||||
|
char const info_simulate_version[] = {
|
||||||
|
'I', 'N', 'F', 'O', ':',
|
||||||
|
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
|
||||||
|
SIMULATE_VERSION_MAJOR,
|
||||||
|
# ifdef SIMULATE_VERSION_MINOR
|
||||||
|
'.', SIMULATE_VERSION_MINOR,
|
||||||
|
# ifdef SIMULATE_VERSION_PATCH
|
||||||
|
'.', SIMULATE_VERSION_PATCH,
|
||||||
|
# ifdef SIMULATE_VERSION_TWEAK
|
||||||
|
'.', SIMULATE_VERSION_TWEAK,
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
# endif
|
||||||
|
']','\0'};
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* Construct the string literal in pieces to prevent the source from
|
||||||
|
getting matched. Store it in a pointer rather than an array
|
||||||
|
because some compilers will just produce instructions to fill the
|
||||||
|
array rather than assigning a pointer to a static array. */
|
||||||
|
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
|
||||||
|
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#if defined(__INTEL_COMPILER) && defined(_MSVC_LANG) && _MSVC_LANG < 201403L
|
||||||
|
# if defined(__INTEL_CXX11_MODE__)
|
||||||
|
# if defined(__cpp_aggregate_nsdmi)
|
||||||
|
# define CXX_STD 201402L
|
||||||
|
# else
|
||||||
|
# define CXX_STD 201103L
|
||||||
|
# endif
|
||||||
|
# else
|
||||||
|
# define CXX_STD 199711L
|
||||||
|
# endif
|
||||||
|
#elif defined(_MSC_VER) && defined(_MSVC_LANG)
|
||||||
|
# define CXX_STD _MSVC_LANG
|
||||||
|
#else
|
||||||
|
# define CXX_STD __cplusplus
|
||||||
|
#endif
|
||||||
|
|
||||||
|
const char* info_language_standard_default = "INFO" ":" "standard_default["
|
||||||
|
#if CXX_STD > 202002L
|
||||||
|
"23"
|
||||||
|
#elif CXX_STD > 201703L
|
||||||
|
"20"
|
||||||
|
#elif CXX_STD >= 201703L
|
||||||
|
"17"
|
||||||
|
#elif CXX_STD >= 201402L
|
||||||
|
"14"
|
||||||
|
#elif CXX_STD >= 201103L
|
||||||
|
"11"
|
||||||
|
#else
|
||||||
|
"98"
|
||||||
|
#endif
|
||||||
|
"]";
|
||||||
|
|
||||||
|
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
|
||||||
|
/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */
|
||||||
|
#if (defined(__clang__) || defined(__GNUC__) || \
|
||||||
|
defined(__TI_COMPILER_VERSION__)) && \
|
||||||
|
!defined(__STRICT_ANSI__) && !defined(_MSC_VER)
|
||||||
|
"ON"
|
||||||
|
#else
|
||||||
|
"OFF"
|
||||||
|
#endif
|
||||||
|
"]";
|
||||||
|
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
int main(int argc, char* argv[])
|
||||||
|
{
|
||||||
|
int require = 0;
|
||||||
|
require += info_compiler[argc];
|
||||||
|
require += info_platform[argc];
|
||||||
|
#ifdef COMPILER_VERSION_MAJOR
|
||||||
|
require += info_version[argc];
|
||||||
|
#endif
|
||||||
|
#ifdef COMPILER_VERSION_INTERNAL
|
||||||
|
require += info_version_internal[argc];
|
||||||
|
#endif
|
||||||
|
#ifdef SIMULATE_ID
|
||||||
|
require += info_simulate[argc];
|
||||||
|
#endif
|
||||||
|
#ifdef SIMULATE_VERSION_MAJOR
|
||||||
|
require += info_simulate_version[argc];
|
||||||
|
#endif
|
||||||
|
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
|
||||||
|
require += info_cray[argc];
|
||||||
|
#endif
|
||||||
|
require += info_language_standard_default[argc];
|
||||||
|
require += info_language_extensions_default[argc];
|
||||||
|
(void)argv;
|
||||||
|
return require;
|
||||||
|
}
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/CMakeFiles/edit_cache.dir
|
||||||
|
C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/CMakeFiles/rebuild_cache.dir
|
||||||
|
C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/GameActivity/CMakeFiles/game.dir
|
||||||
|
C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/GameActivity/CMakeFiles/edit_cache.dir
|
||||||
|
C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/GameActivity/CMakeFiles/rebuild_cache.dir
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
# This file is generated by cmake for dependency checking of the CMakeCache.txt file
|
||||||
@@ -0,0 +1,64 @@
|
|||||||
|
# CMAKE generated file: DO NOT EDIT!
|
||||||
|
# Generated by "Ninja" Generator, CMake Version 3.22
|
||||||
|
|
||||||
|
# This file contains all the rules used to get the outputs files
|
||||||
|
# built from the input files.
|
||||||
|
# It is included in the main 'build.ninja'.
|
||||||
|
|
||||||
|
# =============================================================================
|
||||||
|
# Project: Unity
|
||||||
|
# Configurations: RelWithDebInfo
|
||||||
|
# =============================================================================
|
||||||
|
# =============================================================================
|
||||||
|
|
||||||
|
#############################################
|
||||||
|
# Rule for running custom commands.
|
||||||
|
|
||||||
|
rule CUSTOM_COMMAND
|
||||||
|
command = $COMMAND
|
||||||
|
description = $DESC
|
||||||
|
|
||||||
|
|
||||||
|
#############################################
|
||||||
|
# Rule for compiling CXX files.
|
||||||
|
|
||||||
|
rule CXX_COMPILER__game_RelWithDebInfo
|
||||||
|
depfile = $DEP_FILE
|
||||||
|
deps = gcc
|
||||||
|
command = C:\PROGRA~1\Unity\Hub\Editor\60002~1.8F1\Editor\Data\PLAYBA~1\ANDROI~1\NDK\TOOLCH~1\llvm\prebuilt\WINDOW~1\bin\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot="C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot" $DEFINES $INCLUDES $FLAGS -MD -MT $out -MF $DEP_FILE -o $out -c $in
|
||||||
|
description = Building CXX object $out
|
||||||
|
|
||||||
|
|
||||||
|
#############################################
|
||||||
|
# Rule for linking CXX shared library.
|
||||||
|
|
||||||
|
rule CXX_SHARED_LIBRARY_LINKER__game_RelWithDebInfo
|
||||||
|
command = cmd.exe /C "$PRE_LINK && C:\PROGRA~1\Unity\Hub\Editor\60002~1.8F1\Editor\Data\PLAYBA~1\ANDROI~1\NDK\TOOLCH~1\llvm\prebuilt\WINDOW~1\bin\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot="C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot" -fPIC $LANGUAGE_COMPILE_FLAGS $ARCH_FLAGS $LINK_FLAGS -shared $SONAME_FLAG$SONAME -o $TARGET_FILE $in $LINK_PATH $LINK_LIBRARIES && $POST_BUILD"
|
||||||
|
description = Linking CXX shared library $TARGET_FILE
|
||||||
|
restat = $RESTAT
|
||||||
|
|
||||||
|
|
||||||
|
#############################################
|
||||||
|
# Rule for re-running cmake.
|
||||||
|
|
||||||
|
rule RERUN_CMAKE
|
||||||
|
command = "C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\cmake.exe" --regenerate-during-build -SC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp -BC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a
|
||||||
|
description = Re-running CMake...
|
||||||
|
generator = 1
|
||||||
|
|
||||||
|
|
||||||
|
#############################################
|
||||||
|
# Rule for cleaning all built files.
|
||||||
|
|
||||||
|
rule CLEAN
|
||||||
|
command = "C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\ninja.exe" $FILE_ARG -t clean $TARGETS
|
||||||
|
description = Cleaning all built files...
|
||||||
|
|
||||||
|
|
||||||
|
#############################################
|
||||||
|
# Rule for printing all primary targets available.
|
||||||
|
|
||||||
|
rule HELP
|
||||||
|
command = "C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\ninja.exe" -t targets
|
||||||
|
description = All primary targets available:
|
||||||
|
|
||||||
@@ -0,0 +1,44 @@
|
|||||||
|
# Install script for directory: C:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity
|
||||||
|
|
||||||
|
# Set the install prefix
|
||||||
|
if(NOT DEFINED CMAKE_INSTALL_PREFIX)
|
||||||
|
set(CMAKE_INSTALL_PREFIX "C:/Program Files (x86)/Unity")
|
||||||
|
endif()
|
||||||
|
string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
|
||||||
|
|
||||||
|
# Set the install configuration name.
|
||||||
|
if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
|
||||||
|
if(BUILD_TYPE)
|
||||||
|
string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
|
||||||
|
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
|
||||||
|
else()
|
||||||
|
set(CMAKE_INSTALL_CONFIG_NAME "RelWithDebInfo")
|
||||||
|
endif()
|
||||||
|
message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Set the component getting installed.
|
||||||
|
if(NOT CMAKE_INSTALL_COMPONENT)
|
||||||
|
if(COMPONENT)
|
||||||
|
message(STATUS "Install component: \"${COMPONENT}\"")
|
||||||
|
set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
|
||||||
|
else()
|
||||||
|
set(CMAKE_INSTALL_COMPONENT)
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Install shared libraries without execute permission?
|
||||||
|
if(NOT DEFINED CMAKE_INSTALL_SO_NO_EXE)
|
||||||
|
set(CMAKE_INSTALL_SO_NO_EXE "0")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Is this installation the result of a crosscompile?
|
||||||
|
if(NOT DEFINED CMAKE_CROSSCOMPILING)
|
||||||
|
set(CMAKE_CROSSCOMPILING "TRUE")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Set default install directory permissions.
|
||||||
|
if(NOT DEFINED CMAKE_OBJDUMP)
|
||||||
|
set(CMAKE_OBJDUMP "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-objdump.exe")
|
||||||
|
endif()
|
||||||
|
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\GAToUnityCallbacks.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\MacroEnd.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\MacroHeaderBegin.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\MacroSourceBegin.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGAApplication.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGAConfiguration.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGADebug.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGAEvents.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGAInput.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGASoftKeyboard.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGASoftKeyboardCallbacks.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGATypes.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UGAVersion.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UnityToGACallbacks.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UnityToGAConfigurationCallbacks.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UnityToGAKeyEventCallbacks.h
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\UnityToGAMotionEventCallbacks.h
|
||||||
@@ -0,0 +1,39 @@
|
|||||||
|
{
|
||||||
|
"buildFiles": [
|
||||||
|
"C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\CMakeLists.txt",
|
||||||
|
"C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\CMakeLists.txt"
|
||||||
|
],
|
||||||
|
"cleanCommandsComponents": [
|
||||||
|
[
|
||||||
|
"C:\\Program Files\\Unity\\Hub\\Editor\\6000.2.8f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\SDK\\cmake\\3.22.1\\bin\\ninja.exe",
|
||||||
|
"-C",
|
||||||
|
"C:\\Users\\gravi\\Game\\.utmp\\RelWithDebInfo\\f3u1w6u2\\arm64-v8a",
|
||||||
|
"clean"
|
||||||
|
]
|
||||||
|
],
|
||||||
|
"buildTargetsCommandComponents": [
|
||||||
|
"C:\\Program Files\\Unity\\Hub\\Editor\\6000.2.8f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\SDK\\cmake\\3.22.1\\bin\\ninja.exe",
|
||||||
|
"-C",
|
||||||
|
"C:\\Users\\gravi\\Game\\.utmp\\RelWithDebInfo\\f3u1w6u2\\arm64-v8a",
|
||||||
|
"{LIST_OF_TARGETS_TO_BUILD}"
|
||||||
|
],
|
||||||
|
"libraries": {
|
||||||
|
"game::@d02bb112ea9f9c2ed29f": {
|
||||||
|
"toolchain": "toolchain",
|
||||||
|
"abi": "arm64-v8a",
|
||||||
|
"artifactName": "game",
|
||||||
|
"output": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\build\\intermediates\\cxx\\RelWithDebInfo\\f3u1w6u2\\obj\\arm64-v8a\\libgame.so",
|
||||||
|
"runtimeFiles": []
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"toolchains": {
|
||||||
|
"toolchain": {
|
||||||
|
"cCompilerExecutable": "C:\\Program Files\\Unity\\Hub\\Editor\\6000.2.8f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\NDK\\toolchains\\llvm\\prebuilt\\windows-x86_64\\bin\\clang.exe",
|
||||||
|
"cppCompilerExecutable": "C:\\Program Files\\Unity\\Hub\\Editor\\6000.2.8f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\NDK\\toolchains\\llvm\\prebuilt\\windows-x86_64\\bin\\clang++.exe"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"cFileExtensions": [],
|
||||||
|
"cppFileExtensions": [
|
||||||
|
"cpp"
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
{
|
||||||
|
"buildFiles": [
|
||||||
|
"C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\CMakeLists.txt",
|
||||||
|
"C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\CMakeLists.txt"
|
||||||
|
],
|
||||||
|
"cleanCommandsComponents": [
|
||||||
|
[
|
||||||
|
"C:\\Program Files\\Unity\\Hub\\Editor\\6000.2.8f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\SDK\\cmake\\3.22.1\\bin\\ninja.exe",
|
||||||
|
"-C",
|
||||||
|
"C:\\Users\\gravi\\Game\\.utmp\\RelWithDebInfo\\f3u1w6u2\\arm64-v8a",
|
||||||
|
"clean"
|
||||||
|
]
|
||||||
|
],
|
||||||
|
"buildTargetsCommandComponents": [
|
||||||
|
"C:\\Program Files\\Unity\\Hub\\Editor\\6000.2.8f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\SDK\\cmake\\3.22.1\\bin\\ninja.exe",
|
||||||
|
"-C",
|
||||||
|
"C:\\Users\\gravi\\Game\\.utmp\\RelWithDebInfo\\f3u1w6u2\\arm64-v8a",
|
||||||
|
"{LIST_OF_TARGETS_TO_BUILD}"
|
||||||
|
],
|
||||||
|
"libraries": {
|
||||||
|
"game::@d02bb112ea9f9c2ed29f": {
|
||||||
|
"artifactName": "game",
|
||||||
|
"abi": "arm64-v8a",
|
||||||
|
"output": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\build\\intermediates\\cxx\\RelWithDebInfo\\f3u1w6u2\\obj\\arm64-v8a\\libgame.so",
|
||||||
|
"runtimeFiles": []
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
260
.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/build.ninja
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt
|
||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\GameActivity\CMakeLists.txt
|
||||||
60
.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/cmake_install.cmake
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
# Install script for directory: C:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp
|
||||||
|
|
||||||
|
# Set the install prefix
|
||||||
|
if(NOT DEFINED CMAKE_INSTALL_PREFIX)
|
||||||
|
set(CMAKE_INSTALL_PREFIX "C:/Program Files (x86)/Unity")
|
||||||
|
endif()
|
||||||
|
string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
|
||||||
|
|
||||||
|
# Set the install configuration name.
|
||||||
|
if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
|
||||||
|
if(BUILD_TYPE)
|
||||||
|
string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
|
||||||
|
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
|
||||||
|
else()
|
||||||
|
set(CMAKE_INSTALL_CONFIG_NAME "RelWithDebInfo")
|
||||||
|
endif()
|
||||||
|
message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Set the component getting installed.
|
||||||
|
if(NOT CMAKE_INSTALL_COMPONENT)
|
||||||
|
if(COMPONENT)
|
||||||
|
message(STATUS "Install component: \"${COMPONENT}\"")
|
||||||
|
set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
|
||||||
|
else()
|
||||||
|
set(CMAKE_INSTALL_COMPONENT)
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Install shared libraries without execute permission?
|
||||||
|
if(NOT DEFINED CMAKE_INSTALL_SO_NO_EXE)
|
||||||
|
set(CMAKE_INSTALL_SO_NO_EXE "0")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Is this installation the result of a crosscompile?
|
||||||
|
if(NOT DEFINED CMAKE_CROSSCOMPILING)
|
||||||
|
set(CMAKE_CROSSCOMPILING "TRUE")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Set default install directory permissions.
|
||||||
|
if(NOT DEFINED CMAKE_OBJDUMP)
|
||||||
|
set(CMAKE_OBJDUMP "C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/llvm-objdump.exe")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(NOT CMAKE_INSTALL_LOCAL_ONLY)
|
||||||
|
# Include the install script for each subdirectory.
|
||||||
|
include("C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/GameActivity/cmake_install.cmake")
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(CMAKE_INSTALL_COMPONENT)
|
||||||
|
set(CMAKE_INSTALL_MANIFEST "install_manifest_${CMAKE_INSTALL_COMPONENT}.txt")
|
||||||
|
else()
|
||||||
|
set(CMAKE_INSTALL_MANIFEST "install_manifest.txt")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT
|
||||||
|
"${CMAKE_INSTALL_MANIFEST_FILES}")
|
||||||
|
file(WRITE "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a/${CMAKE_INSTALL_MANIFEST}"
|
||||||
|
"${CMAKE_INSTALL_MANIFEST_CONTENT}")
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
[
|
||||||
|
{
|
||||||
|
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||||||
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|
||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAApplication.cpp"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
|
||||||
|
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAConfiguration.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAConfiguration.cpp",
|
||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAConfiguration.cpp"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
|
||||||
|
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGADebug.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGADebug.cpp",
|
||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGADebug.cpp"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
|
||||||
|
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAEntry.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAEntry.cpp",
|
||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAEntry.cpp"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
|
||||||
|
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInput.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp",
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||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
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||||||
|
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInputKeyEvent.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp",
|
||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp"
|
||||||
|
},
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||||||
|
{
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||||||
|
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
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|
||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp"
|
||||||
|
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||||||
|
{
|
||||||
|
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||||||
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|
||||||
|
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGASoftKeyboard.cpp"
|
||||||
|
}
|
||||||
|
]
|
||||||
@@ -0,0 +1,30 @@
|
|||||||
|
C/C++ Structured Log\
|
||||||
|
Z
|
||||||
|
XC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\additional_project_files.txtC
|
||||||
|
A
|
||||||
|
?com.android.build.gradle.internal.cxx.io.EncodedFileFingerPrint µÝÖ½¨3µ ¡¼»º¨3Y
|
||||||
|
W
|
||||||
|
UC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\android_gradle_build.json µÝÖ½¨3À
|
||||||
|
ª¼»º¨3^
|
||||||
|
\
|
||||||
|
ZC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\android_gradle_build_mini.json µÝÖ½¨3ª м»º¨3K
|
||||||
|
I
|
||||||
|
GC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\build.ninja µÝÖ½¨3¬Ÿ ׺»º¨3O
|
||||||
|
M
|
||||||
|
KC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\build.ninja.txt µÝÖ½¨3T
|
||||||
|
R
|
||||||
|
PC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\build_file_index.txt µÝÖ½¨3Ó ×¼»º¨3U
|
||||||
|
S
|
||||||
|
QC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\compile_commands.json µÝÖ½¨3ÛS Ôº»º¨3Y
|
||||||
|
W
|
||||||
|
UC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\compile_commands.json.bin µÝÖ½¨3 ‡ Ôº»º¨3_
|
||||||
|
]
|
||||||
|
[C:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\metadata_generation_command.txt ¶ÝÖ½¨3
|
||||||
|
Á Ö¼»º¨3R
|
||||||
|
P
|
||||||
|
NC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\prefab_config.json ¶ÝÖ½¨3á Ö¼»º¨3W
|
||||||
|
U
|
||||||
|
SC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a\symbol_folder_index.txt ¶ÝÖ½¨3„ ×¼»º¨3f
|
||||||
|
d
|
||||||
|
bC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt ¶ÝÖ½¨3
|
||||||
|
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
-HC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp
|
||||||
|
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|
||||||
|
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON
|
||||||
|
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|
||||||
|
-DANDROID_PLATFORM=android-24
|
||||||
|
-DANDROID_ABI=arm64-v8a
|
||||||
|
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|
||||||
|
-DANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
|
||||||
|
-DCMAKE_ANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\build\cmake\android.toolchain.cmake
|
||||||
|
-DCMAKE_MAKE_PROGRAM=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\ninja.exe
|
||||||
|
-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a
|
||||||
|
-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a
|
||||||
|
-DCMAKE_BUILD_TYPE=RelWithDebInfo
|
||||||
|
-DCMAKE_FIND_ROOT_PATH=C:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\prefab\arm64-v8a\prefab
|
||||||
|
-BC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a
|
||||||
|
-GNinja
|
||||||
|
-DANDROID_STL=c++_shared
|
||||||
|
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON
|
||||||
|
Build command args: []
|
||||||
|
Version: 2
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
{
|
||||||
|
"enabled": true,
|
||||||
|
"prefabPath": "C:\\Users\\gravi\\.gradle\\caches\\modules-2\\files-2.1\\com.google.prefab\\cli\\2.1.0\\aa32fec809c44fa531f01dcfb739b5b3304d3050\\cli-2.1.0-all.jar",
|
||||||
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"packages": [
|
||||||
|
"C:\\Users\\gravi\\.gradle\\caches\\8.13\\transforms\\1e7cc65d4e74b23bd94dca9ec0ac2eb3\\transformed\\jetified-games-activity-3.0.5\\prefab"
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a
|
||||||
28
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|
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|
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|
||||||
|
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|
||||||
|
# - AGP: 8.10.0.
|
||||||
|
# - $NDK is the path to NDK 27.2.12479018.
|
||||||
|
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|
||||||
|
# - $ABI is the ABI to be built with. The specific value doesn't contribute to the value of the hash.
|
||||||
|
# - $HASH is the hash value computed from this text.
|
||||||
|
# - $CMAKE is the path to CMake 3.22.1.
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|
||||||
|
-H$PROJECT/unityLibrary/src/main/cpp
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
-DANDROID_ABI=$ABI
|
||||||
|
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|
||||||
|
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|
||||||
|
-DCMAKE_ANDROID_NDK=$NDK
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=$NDK/build/cmake/android.toolchain.cmake
|
||||||
|
-DCMAKE_MAKE_PROGRAM=$NINJA
|
||||||
|
-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
|
||||||
|
-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
|
||||||
|
-DCMAKE_BUILD_TYPE=RelWithDebInfo
|
||||||
|
-DCMAKE_FIND_ROOT_PATH=C:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/prefab/$ABI/prefab
|
||||||
|
-BC:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/$ABI
|
||||||
|
-GNinja
|
||||||
|
-DANDROID_STL=c++_shared
|
||||||
|
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
if(NOT TARGET game-activity::game-activity)
|
||||||
|
add_library(game-activity::game-activity STATIC IMPORTED)
|
||||||
|
set_target_properties(game-activity::game-activity PROPERTIES
|
||||||
|
IMPORTED_LOCATION "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/libs/android.arm64-v8a/libgame-activity.a"
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/include"
|
||||||
|
INTERFACE_LINK_LIBRARIES ""
|
||||||
|
)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(NOT TARGET game-activity::game-activity_static)
|
||||||
|
add_library(game-activity::game-activity_static STATIC IMPORTED)
|
||||||
|
set_target_properties(game-activity::game-activity_static PROPERTIES
|
||||||
|
IMPORTED_LOCATION "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a"
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include"
|
||||||
|
INTERFACE_LINK_LIBRARIES ""
|
||||||
|
)
|
||||||
|
endif()
|
||||||
|
|
||||||
5
.vscode/extensions.json
vendored
@@ -1,5 +0,0 @@
|
|||||||
{
|
|
||||||
"recommendations": [
|
|
||||||
"visualstudiotoolsforunity.vstuc"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
10
.vscode/launch.json
vendored
@@ -1,10 +0,0 @@
|
|||||||
{
|
|
||||||
"version": "0.2.0",
|
|
||||||
"configurations": [
|
|
||||||
{
|
|
||||||
"name": "Attach to Unity",
|
|
||||||
"type": "vstuc",
|
|
||||||
"request": "attach"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
72
.vscode/settings.json
vendored
@@ -1,72 +0,0 @@
|
|||||||
{
|
|
||||||
"files.exclude": {
|
|
||||||
"**/.DS_Store": true,
|
|
||||||
"**/.git": true,
|
|
||||||
"**/.vs": true,
|
|
||||||
"**/.gitmodules": true,
|
|
||||||
"**/.vsconfig": true,
|
|
||||||
"**/*.booproj": true,
|
|
||||||
"**/*.pidb": true,
|
|
||||||
"**/*.suo": true,
|
|
||||||
"**/*.user": true,
|
|
||||||
"**/*.userprefs": true,
|
|
||||||
"**/*.unityproj": true,
|
|
||||||
"**/*.dll": true,
|
|
||||||
"**/*.exe": true,
|
|
||||||
"**/*.pdf": true,
|
|
||||||
"**/*.mid": true,
|
|
||||||
"**/*.midi": true,
|
|
||||||
"**/*.wav": true,
|
|
||||||
"**/*.gif": true,
|
|
||||||
"**/*.ico": true,
|
|
||||||
"**/*.jpg": true,
|
|
||||||
"**/*.jpeg": true,
|
|
||||||
"**/*.png": true,
|
|
||||||
"**/*.psd": true,
|
|
||||||
"**/*.tga": true,
|
|
||||||
"**/*.tif": true,
|
|
||||||
"**/*.tiff": true,
|
|
||||||
"**/*.3ds": true,
|
|
||||||
"**/*.3DS": true,
|
|
||||||
"**/*.fbx": true,
|
|
||||||
"**/*.FBX": true,
|
|
||||||
"**/*.lxo": true,
|
|
||||||
"**/*.LXO": true,
|
|
||||||
"**/*.ma": true,
|
|
||||||
"**/*.MA": true,
|
|
||||||
"**/*.obj": true,
|
|
||||||
"**/*.OBJ": true,
|
|
||||||
"**/*.asset": true,
|
|
||||||
"**/*.cubemap": true,
|
|
||||||
"**/*.flare": true,
|
|
||||||
"**/*.mat": true,
|
|
||||||
"**/*.meta": true,
|
|
||||||
"**/*.prefab": true,
|
|
||||||
"**/*.unity": true,
|
|
||||||
"build/": true,
|
|
||||||
"Build/": true,
|
|
||||||
"Library/": true,
|
|
||||||
"library/": true,
|
|
||||||
"obj/": true,
|
|
||||||
"Obj/": true,
|
|
||||||
"Logs/": true,
|
|
||||||
"logs/": true,
|
|
||||||
"ProjectSettings/": true,
|
|
||||||
"UserSettings/": true,
|
|
||||||
"temp/": true,
|
|
||||||
"Temp/": true
|
|
||||||
},
|
|
||||||
"files.associations": {
|
|
||||||
"*.asset": "yaml",
|
|
||||||
"*.meta": "yaml",
|
|
||||||
"*.prefab": "yaml",
|
|
||||||
"*.unity": "yaml",
|
|
||||||
},
|
|
||||||
"explorer.fileNesting.enabled": true,
|
|
||||||
"explorer.fileNesting.patterns": {
|
|
||||||
"*.sln": "*.csproj",
|
|
||||||
"*.slnx": "*.csproj"
|
|
||||||
},
|
|
||||||
"dotnet.defaultSolution": "GeoSusGame.slnx",
|
|
||||||
"dotnet.enableWorkspaceBasedDevelopment": false
|
|
||||||
}
|
|
||||||
@@ -132,20 +132,7 @@ public class GameClient : IDisposable
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
public void Disconnect(string reason = "User disconnected")
|
||||||
/// Tears down the socket and crypto session. When `transient` is true
|
|
||||||
/// (network drop, decrypt-failure cascade, anything we expect to retry),
|
|
||||||
/// the lobby/role/task/state caches are preserved so the post-reconnect
|
|
||||||
/// flow can re-associate via Reconnect(LobbyId). Default false matches
|
|
||||||
/// pre-P9 behavior (full state wipe) for explicit user disconnects.
|
|
||||||
///
|
|
||||||
/// Critical for the P9 reconnect bug: previously every Disconnect path
|
|
||||||
/// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine
|
|
||||||
/// fired, the client had no idea which lobby it had been in - the
|
|
||||||
/// post-handshake Reconnect call had nothing to send and the server
|
|
||||||
/// answered the next vote/action with NOT_IN_LOBBY.
|
|
||||||
/// </summary>
|
|
||||||
public void Disconnect(string reason = "User disconnected", bool transient = false)
|
|
||||||
{
|
{
|
||||||
_cts?.Cancel();
|
_cts?.Cancel();
|
||||||
_tcpClient?.Close();
|
_tcpClient?.Close();
|
||||||
@@ -153,22 +140,15 @@ public class GameClient : IDisposable
|
|||||||
_stream = null;
|
_stream = null;
|
||||||
_encryption?.Dispose();
|
_encryption?.Dispose();
|
||||||
_encryption = null;
|
_encryption = null;
|
||||||
|
|
||||||
if (!transient)
|
LobbyId = null;
|
||||||
{
|
JoinCode = null;
|
||||||
LobbyId = null;
|
CurrentLobbyState = null;
|
||||||
JoinCode = null;
|
MyRole = null;
|
||||||
CurrentLobbyState = null;
|
MyTasks.Clear();
|
||||||
MyRole = null;
|
PlayerPositions.Clear();
|
||||||
MyTasks.Clear();
|
Bodies.Clear();
|
||||||
PlayerPositions.Clear();
|
|
||||||
Bodies.Clear();
|
|
||||||
}
|
|
||||||
// PlayerPositions are stale anyway after a drop, but we keep them so
|
|
||||||
// the UI doesn't blink avatars off-map mid-meeting; the next position
|
|
||||||
// broadcast overwrites them. LastEventId is intentionally preserved
|
|
||||||
// so the Reconnect message can ask the server for missed events.
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -256,8 +236,7 @@ public class GameClient : IDisposable
|
|||||||
decryptFailures++;
|
decryptFailures++;
|
||||||
if (decryptFailures >= 3)
|
if (decryptFailures >= 3)
|
||||||
{
|
{
|
||||||
// Transient: keep LobbyId for the reconnect coroutine.
|
Disconnect("Too many decryption failures");
|
||||||
Disconnect("Too many decryption failures", transient: true);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
@@ -274,9 +253,7 @@ public class GameClient : IDisposable
|
|||||||
}
|
}
|
||||||
catch (Exception ex) when (!ct.IsCancellationRequested)
|
catch (Exception ex) when (!ct.IsCancellationRequested)
|
||||||
{
|
{
|
||||||
// Transient: TCP RST / read failure is exactly what reconnect was
|
Disconnect($"Connection error: {ex.Message}");
|
||||||
// designed for. Keep LobbyId so post-reconnect flow can re-attach.
|
|
||||||
Disconnect($"Connection error: {ex.Message}", transient: true);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -316,35 +293,7 @@ public class GameClient : IDisposable
|
|||||||
{
|
{
|
||||||
LobbyId = r.LobbyId;
|
LobbyId = r.LobbyId;
|
||||||
JoinCode = r.JoinCode;
|
JoinCode = r.JoinCode;
|
||||||
// Ensure we always have a valid lobby state with the creator as owner
|
CurrentLobbyState = r.LobbyState;
|
||||||
if (r.LobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState = r.LobbyState;
|
|
||||||
if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
|
|
||||||
CurrentLobbyState.OwnerId = ClientUuid;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
CurrentLobbyState = new LobbyState
|
|
||||||
{
|
|
||||||
LobbyId = r.LobbyId ?? "",
|
|
||||||
JoinCode = r.JoinCode ?? "",
|
|
||||||
OwnerId = ClientUuid
|
|
||||||
};
|
|
||||||
}
|
|
||||||
// Make sure creator appears in the player list
|
|
||||||
if (CurrentLobbyState.Players == null)
|
|
||||||
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
|
|
||||||
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.Insert(0, new PlayerInfo
|
|
||||||
{
|
|
||||||
ClientUuid = ClientUuid,
|
|
||||||
DisplayName = DisplayName,
|
|
||||||
IsOwner = true,
|
|
||||||
State = PlayerState.Alive
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@@ -354,22 +303,6 @@ public class GameClient : IDisposable
|
|||||||
LobbyId = r.LobbyId;
|
LobbyId = r.LobbyId;
|
||||||
CurrentLobbyState = r.LobbyState;
|
CurrentLobbyState = r.LobbyState;
|
||||||
JoinCode = r.LobbyState?.JoinCode;
|
JoinCode = r.LobbyState?.JoinCode;
|
||||||
// Ensure self is in the player list
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
if (CurrentLobbyState.Players == null)
|
|
||||||
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
|
|
||||||
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
|
||||||
{
|
|
||||||
ClientUuid = ClientUuid,
|
|
||||||
DisplayName = DisplayName,
|
|
||||||
IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
|
|
||||||
State = PlayerState.Alive
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@@ -411,6 +344,7 @@ public class GameClient : IDisposable
|
|||||||
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
||||||
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
||||||
{
|
{
|
||||||
|
// Check if player already exists
|
||||||
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
||||||
if (!exists)
|
if (!exists)
|
||||||
{
|
{
|
||||||
@@ -418,7 +352,7 @@ public class GameClient : IDisposable
|
|||||||
{
|
{
|
||||||
ClientUuid = joinedPayload.ClientUuid,
|
ClientUuid = joinedPayload.ClientUuid,
|
||||||
DisplayName = joinedPayload.DisplayName,
|
DisplayName = joinedPayload.DisplayName,
|
||||||
IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
|
IsOwner = false,
|
||||||
IsReady = false,
|
IsReady = false,
|
||||||
State = PlayerState.Alive
|
State = PlayerState.Alive
|
||||||
});
|
});
|
||||||
@@ -531,32 +465,24 @@ public class GameClient : IDisposable
|
|||||||
|
|
||||||
#region Game Actions
|
#region Game Actions
|
||||||
|
|
||||||
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500, GameSettingsOverrides? settings = null)
|
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
||||||
{
|
{
|
||||||
// DisplayName is sent on every CreateLobby/JoinLobby so the server
|
|
||||||
// picks up the live nickname (typed into the input field after the
|
|
||||||
// ClientHello handshake fired). Without this the server uses the
|
|
||||||
// ClientHello-time name, which is the GameManager prefab default
|
|
||||||
// for any user who immediately created/joined a lobby.
|
|
||||||
Send(new CreateLobby
|
Send(new CreateLobby
|
||||||
{
|
{
|
||||||
PlayAreaCenter = center,
|
PlayAreaCenter = center,
|
||||||
PlayAreaRadius = playAreaRadius,
|
PlayAreaRadius = playAreaRadius,
|
||||||
ImpostorCount = impostorCount,
|
ImpostorCount = impostorCount,
|
||||||
TaskCount = taskCount,
|
TaskCount = taskCount,
|
||||||
Password = password,
|
Password = password
|
||||||
Settings = settings,
|
|
||||||
DisplayName = DisplayName
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public void JoinLobby(string joinCode, string? password = null)
|
public void JoinLobby(string joinCode, string? password = null)
|
||||||
{
|
{
|
||||||
Send(new JoinLobby
|
Send(new JoinLobby
|
||||||
{
|
{
|
||||||
JoinCode = joinCode.ToUpperInvariant(),
|
JoinCode = joinCode.ToUpperInvariant(),
|
||||||
Password = password,
|
Password = password
|
||||||
DisplayName = DisplayName
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -565,7 +491,6 @@ public class GameClient : IDisposable
|
|||||||
Send(new LeaveLobby());
|
Send(new LeaveLobby());
|
||||||
LobbyId = null;
|
LobbyId = null;
|
||||||
JoinCode = null;
|
JoinCode = null;
|
||||||
CurrentLobbyState = null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartGame()
|
public void StartGame()
|
||||||
|
|||||||
@@ -49,11 +49,6 @@ public enum PlayerRole { Crew, Impostor }
|
|||||||
public enum PlayerState { Alive, Dead }
|
public enum PlayerState { Alive, Dead }
|
||||||
|
|
||||||
[JsonConverter(typeof(StringEnumConverter))]
|
[JsonConverter(typeof(StringEnumConverter))]
|
||||||
// NOTE: `Voting` is reserved-but-unused on the wire as of 2026. The server
|
|
||||||
// keeps the entire vote cycle inside `Meeting` and uses MeetingStartedPayload
|
|
||||||
// timestamps (DiscussionEndTime / VotingEndTime) to distinguish sub-phases.
|
|
||||||
// The enum value is preserved here for serialization compatibility with old
|
|
||||||
// saves; new code should not assign it.
|
|
||||||
public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended }
|
public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended }
|
||||||
|
|
||||||
[JsonConverter(typeof(StringEnumConverter))]
|
[JsonConverter(typeof(StringEnumConverter))]
|
||||||
@@ -189,24 +184,6 @@ public class CreateLobby : Message
|
|||||||
|
|
||||||
[JsonProperty("taskCount")]
|
[JsonProperty("taskCount")]
|
||||||
public int TaskCount { get; set; } = 5;
|
public int TaskCount { get; set; } = 5;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13b: optional per-lobby settings overrides supplied by the host.
|
|
||||||
/// Any field left null falls through to the server's current default
|
|
||||||
/// (snapshotted at lobby creation, immutable thereafter for this lobby).
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("settings")]
|
|
||||||
public GameSettingsOverrides? Settings { get; set; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Optional. Live host display name from the nickname input field at
|
|
||||||
/// the moment of CreateLobby. ClientHello-time name is stale because
|
|
||||||
/// the handshake fires before the user has typed anything; this lets
|
|
||||||
/// the server pick up the freshly-typed name without a separate
|
|
||||||
/// rename round-trip.
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("displayName")]
|
|
||||||
public string? DisplayName { get; set; }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class CreateLobbyResponse : Message
|
public class CreateLobbyResponse : Message
|
||||||
@@ -232,19 +209,12 @@ public class CreateLobbyResponse : Message
|
|||||||
public class JoinLobby : Message
|
public class JoinLobby : Message
|
||||||
{
|
{
|
||||||
public override string Type => "JoinLobby";
|
public override string Type => "JoinLobby";
|
||||||
|
|
||||||
[JsonProperty("joinCode")]
|
[JsonProperty("joinCode")]
|
||||||
public string JoinCode { get; set; } = "";
|
public string JoinCode { get; set; } = "";
|
||||||
|
|
||||||
[JsonProperty("password")]
|
[JsonProperty("password")]
|
||||||
public string? Password { get; set; }
|
public string? Password { get; set; }
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Optional. Live joiner display name from the nickname input field
|
|
||||||
/// at the moment of Join. See CreateLobby.DisplayName for rationale.
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("displayName")]
|
|
||||||
public string? DisplayName { get; set; }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class JoinLobbyResponse : Message
|
public class JoinLobbyResponse : Message
|
||||||
@@ -653,26 +623,17 @@ public class PlayerEjectedPayload
|
|||||||
public PlayerRole Role { get; set; }
|
public PlayerRole Role { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public class TaskStartedPayload
|
|
||||||
{
|
|
||||||
[JsonProperty("clientUuid")]
|
|
||||||
public string ClientUuid { get; set; } = "";
|
|
||||||
|
|
||||||
[JsonProperty("taskId")]
|
|
||||||
public string TaskId { get; set; } = "";
|
|
||||||
}
|
|
||||||
|
|
||||||
public class TaskCompletedPayload
|
public class TaskCompletedPayload
|
||||||
{
|
{
|
||||||
[JsonProperty("clientUuid")]
|
[JsonProperty("clientUuid")]
|
||||||
public string ClientUuid { get; set; } = "";
|
public string ClientUuid { get; set; } = "";
|
||||||
|
|
||||||
[JsonProperty("taskId")]
|
[JsonProperty("taskId")]
|
||||||
public string TaskId { get; set; } = "";
|
public string TaskId { get; set; } = "";
|
||||||
|
|
||||||
[JsonProperty("totalCompleted")]
|
[JsonProperty("totalCompleted")]
|
||||||
public int TotalCompleted { get; set; }
|
public int TotalCompleted { get; set; }
|
||||||
|
|
||||||
[JsonProperty("totalTasks")]
|
[JsonProperty("totalTasks")]
|
||||||
public int TotalTasks { get; set; }
|
public int TotalTasks { get; set; }
|
||||||
}
|
}
|
||||||
@@ -752,10 +713,10 @@ public class RepairStartedPayload
|
|||||||
{
|
{
|
||||||
[JsonProperty("sabotageId")]
|
[JsonProperty("sabotageId")]
|
||||||
public string SabotageId { get; set; } = "";
|
public string SabotageId { get; set; } = "";
|
||||||
|
|
||||||
[JsonProperty("stationId")]
|
[JsonProperty("stationId")]
|
||||||
public string StationId { get; set; } = "";
|
public string StationId { get; set; } = "";
|
||||||
|
|
||||||
[JsonProperty("playerId")]
|
[JsonProperty("playerId")]
|
||||||
public string PlayerId { get; set; } = "";
|
public string PlayerId { get; set; } = "";
|
||||||
}
|
}
|
||||||
@@ -764,10 +725,10 @@ public class RepairStoppedPayload
|
|||||||
{
|
{
|
||||||
[JsonProperty("sabotageId")]
|
[JsonProperty("sabotageId")]
|
||||||
public string SabotageId { get; set; } = "";
|
public string SabotageId { get; set; } = "";
|
||||||
|
|
||||||
[JsonProperty("stationId")]
|
[JsonProperty("stationId")]
|
||||||
public string StationId { get; set; } = "";
|
public string StationId { get; set; } = "";
|
||||||
|
|
||||||
[JsonProperty("playerId")]
|
[JsonProperty("playerId")]
|
||||||
public string PlayerId { get; set; } = "";
|
public string PlayerId { get; set; } = "";
|
||||||
}
|
}
|
||||||
@@ -829,162 +790,6 @@ public class LobbyState
|
|||||||
/// <summary>True if map data has been loaded (or Overpass is disabled)</summary>
|
/// <summary>True if map data has been loaded (or Overpass is disabled)</summary>
|
||||||
[JsonProperty("mapDataReady")]
|
[JsonProperty("mapDataReady")]
|
||||||
public bool MapDataReady { get; set; } = true;
|
public bool MapDataReady { get; set; } = true;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13b: full per-lobby settings snapshot. Clients use this for HUD
|
|
||||||
/// (button visibility, countdown timings, etc.) instead of hardcoded
|
|
||||||
/// values. Always populated for new server builds; old client builds
|
|
||||||
/// can ignore the field.
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("settings")]
|
|
||||||
public GameSettings? Settings { get; set; }
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13b: per-lobby gameplay settings on the wire. Server populates this from
|
|
||||||
/// its per-lobby snapshot so clients can drive HUD logic from authoritative
|
|
||||||
/// values rather than hardcoded constants.
|
|
||||||
/// </summary>
|
|
||||||
public class GameSettings
|
|
||||||
{
|
|
||||||
// Round shape
|
|
||||||
[JsonProperty("maxPlayers")]
|
|
||||||
public int MaxPlayers { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("impostorCount")]
|
|
||||||
public int ImpostorCount { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("taskCount")]
|
|
||||||
public int TaskCount { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("tiePolicy")]
|
|
||||||
public string TiePolicy { get; set; } = "NoEject";
|
|
||||||
|
|
||||||
// Distances (m)
|
|
||||||
[JsonProperty("killDistanceM")]
|
|
||||||
public double KillDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("reportDistanceM")]
|
|
||||||
public double ReportDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("taskStartDistanceM")]
|
|
||||||
public double TaskStartDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("meetingArrivalRadiusM")]
|
|
||||||
public double MeetingArrivalRadiusM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("emergencyMeetingCallRadiusM")]
|
|
||||||
public double EmergencyMeetingCallRadiusM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("repairStationDistanceM")]
|
|
||||||
public double RepairStationDistanceM { get; set; }
|
|
||||||
|
|
||||||
// Cooldowns / counts
|
|
||||||
[JsonProperty("killCooldownMs")]
|
|
||||||
public int KillCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("emergencyMeetingCooldownMs")]
|
|
||||||
public int EmergencyMeetingCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("maxEmergencyMeetingsPerPlayer")]
|
|
||||||
public int MaxEmergencyMeetingsPerPlayer { get; set; }
|
|
||||||
|
|
||||||
// Meeting phases (ms)
|
|
||||||
[JsonProperty("arrivalBaseMs")]
|
|
||||||
public int ArrivalBaseMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("allowedLateMs")]
|
|
||||||
public int AllowedLateMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("discussionPhaseMs")]
|
|
||||||
public int DiscussionPhaseMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("votingPhaseMs")]
|
|
||||||
public int VotingPhaseMs { get; set; }
|
|
||||||
|
|
||||||
// Sabotage
|
|
||||||
[JsonProperty("sabotageCooldownMs")]
|
|
||||||
public int SabotageCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("commsBlackoutDurationMs")]
|
|
||||||
public int CommsBlackoutDurationMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("criticalMeltdownDeadlineMs")]
|
|
||||||
public int CriticalMeltdownDeadlineMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("repairStationHoldMs")]
|
|
||||||
public int RepairStationHoldMs { get; set; }
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13b: host-supplied overrides at CreateLobby. Every field is nullable so
|
|
||||||
/// the host can opt into changing only what they care about; null = use the
|
|
||||||
/// server's current default at the moment of lobby creation.
|
|
||||||
/// </summary>
|
|
||||||
public class GameSettingsOverrides
|
|
||||||
{
|
|
||||||
[JsonProperty("maxPlayers")]
|
|
||||||
public int? MaxPlayers { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("impostorCount")]
|
|
||||||
public int? ImpostorCount { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("taskCount")]
|
|
||||||
public int? TaskCount { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("tiePolicy")]
|
|
||||||
public string? TiePolicy { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("killDistanceM")]
|
|
||||||
public double? KillDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("reportDistanceM")]
|
|
||||||
public double? ReportDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("taskStartDistanceM")]
|
|
||||||
public double? TaskStartDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("meetingArrivalRadiusM")]
|
|
||||||
public double? MeetingArrivalRadiusM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("emergencyMeetingCallRadiusM")]
|
|
||||||
public double? EmergencyMeetingCallRadiusM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("repairStationDistanceM")]
|
|
||||||
public double? RepairStationDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("killCooldownMs")]
|
|
||||||
public int? KillCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("emergencyMeetingCooldownMs")]
|
|
||||||
public int? EmergencyMeetingCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("maxEmergencyMeetingsPerPlayer")]
|
|
||||||
public int? MaxEmergencyMeetingsPerPlayer { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("arrivalBaseMs")]
|
|
||||||
public int? ArrivalBaseMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("allowedLateMs")]
|
|
||||||
public int? AllowedLateMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("discussionPhaseMs")]
|
|
||||||
public int? DiscussionPhaseMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("votingPhaseMs")]
|
|
||||||
public int? VotingPhaseMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("sabotageCooldownMs")]
|
|
||||||
public int? SabotageCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("commsBlackoutDurationMs")]
|
|
||||||
public int? CommsBlackoutDurationMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("criticalMeltdownDeadlineMs")]
|
|
||||||
public int? CriticalMeltdownDeadlineMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("repairStationHoldMs")]
|
|
||||||
public int? RepairStationHoldMs { get; set; }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Map data classes for rendering - compact format from server
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// Map data classes for rendering - compact format from server
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|
||||||
flipbookRows: 1
|
|
||||||
flipbookColumns: 1
|
|
||||||
maxTextureSizeSet: 0
|
|
||||||
compressionQualitySet: 0
|
|
||||||
textureFormatSet: 0
|
|
||||||
ignorePngGamma: 0
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|
||||||
applyGammaDecoding: 0
|
|
||||||
swizzle: 50462976
|
|
||||||
cookieLightType: 0
|
|
||||||
platformSettings:
|
|
||||||
- serializedVersion: 4
|
|
||||||
buildTarget: DefaultTexturePlatform
|
|
||||||
maxTextureSize: 2048
|
|
||||||
resizeAlgorithm: 0
|
|
||||||
textureFormat: -1
|
|
||||||
textureCompression: 1
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|
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compressionQuality: 50
|
|
||||||
crunchedCompression: 0
|
|
||||||
allowsAlphaSplitting: 0
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|
||||||
overridden: 0
|
|
||||||
ignorePlatformSupport: 0
|
|
||||||
androidETC2FallbackOverride: 0
|
|
||||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
|
||||||
- serializedVersion: 4
|
|
||||||
buildTarget: Standalone
|
|
||||||
maxTextureSize: 2048
|
|
||||||
resizeAlgorithm: 0
|
|
||||||
textureFormat: -1
|
|
||||||
textureCompression: 1
|
|
||||||
compressionQuality: 50
|
|
||||||
crunchedCompression: 0
|
|
||||||
allowsAlphaSplitting: 0
|
|
||||||
overridden: 0
|
|
||||||
ignorePlatformSupport: 0
|
|
||||||
androidETC2FallbackOverride: 0
|
|
||||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
|
||||||
spriteSheet:
|
|
||||||
serializedVersion: 2
|
|
||||||
sprites: []
|
|
||||||
outline: []
|
|
||||||
customData:
|
|
||||||
physicsShape: []
|
|
||||||
bones: []
|
|
||||||
spriteID: 5e97eb03825dee720800000000000000
|
|
||||||
internalID: 0
|
|
||||||
vertices: []
|
|
||||||
indices:
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|
||||||
edges: []
|
|
||||||
weights: []
|
|
||||||
secondaryTextures: []
|
|
||||||
spriteCustomMetadata:
|
|
||||||
entries: []
|
|
||||||
nameFileIdTable: {}
|
|
||||||
mipmapLimitGroupName:
|
|
||||||
pSDRemoveMatte: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8fa0d9c695119af49bd1693054cf3174
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 70729d202603eef42955f52bd64f7c69
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -4,751 +4,145 @@ using Subsystems;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System;
|
using System;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine.SceneManagement;
|
/*
|
||||||
|
GameManager - hlavní tøida pro správu hry
|
||||||
|
GameManager_Network - subsystém pro správu komunikace se serverem
|
||||||
|
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
|
||||||
|
GameManager_Map - subsystém pro správu mapy a prostøedí
|
||||||
|
GameManager_Input - subsystém pro správu vstupu od hráèe
|
||||||
|
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
||||||
|
GamaManager_Stats - subsystém pro správu statistik pro server
|
||||||
|
*/
|
||||||
public class GameManager : MonoBehaviour
|
public class GameManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Singleton
|
|
||||||
public static GameManager Instance { get; private set; }
|
|
||||||
|
|
||||||
[Header("Subsystems")]
|
[Header("Subsystems")]
|
||||||
public GameManager_Network networkSubsystem;
|
protected GameManager_Network networkSubsystem;
|
||||||
public GameManager_UI uiSubsystem;
|
protected GameManager_UI uiSubsystem;
|
||||||
public GameManager_Map mapSubsystem;
|
protected GameManager_Map mapSubsystem;
|
||||||
public GameManager_Input inputSubsystem;
|
protected GameManager_Input inputSubsystem;
|
||||||
public GameManager_Tasks taskSubsystem;
|
|
||||||
|
|
||||||
public GameClient gameClient;
|
protected GameClient gameClient;
|
||||||
|
|
||||||
[Header("Player Info")]
|
[Header("Player Info")]
|
||||||
public string displayName;
|
public string displayName;
|
||||||
|
|
||||||
[Header("Scene Management")]
|
[Header("UI Elements")]
|
||||||
[SerializeField] public string firstMenuScene = "main menu asi idk lol";
|
public Canvas JoinCreateLobby;
|
||||||
|
public Canvas InLobby;
|
||||||
|
public Canvas LoadingScreen;
|
||||||
|
public Canvas GameScreen;
|
||||||
|
|
||||||
[Header("UI Elements (Client.unity)")]
|
|
||||||
// Canvas names in Client.unity — found at runtime in OnSceneLoaded
|
|
||||||
private const string CanvasNameJoinCreate = "LobbySelector";
|
|
||||||
private const string CanvasNameInLobby = "InLobby";
|
|
||||||
private const string CanvasNameLoading = "LoadingScreen";
|
|
||||||
private const string CanvasNameGame = "InGame";
|
|
||||||
|
|
||||||
[Header("Map")]
|
[Header("Map")]
|
||||||
// MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
|
public GameObject MapCenterPoint;
|
||||||
// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
|
|
||||||
public BuildingSettings buildingSettings;
|
public BuildingSettings buildingSettings;
|
||||||
public PathwaySettings pathwaySettings;
|
public PathwaySettings pathwaySettings;
|
||||||
public AreaSettings areaSettings;
|
public AreaSettings areaSettings;
|
||||||
|
|
||||||
[Header("Lobby Settings")]
|
[Header("GPS")]
|
||||||
public double pendingRadius = 500;
|
public GameObject Player;
|
||||||
public int pendingImpostorCount = 1;
|
|
||||||
public int pendingTaskCount = 5;
|
|
||||||
/// <summary>
|
|
||||||
/// P13b/c: full settings overrides accumulated by HostLobbyUI before the
|
|
||||||
/// host taps "Create". Null = host didn't change anything beyond the three
|
|
||||||
/// flat fields above; server falls through to its current defaults for
|
|
||||||
/// every field. Each field is independently nullable so the host can
|
|
||||||
/// opt into changing only what they care about.
|
|
||||||
/// </summary>
|
|
||||||
public GameSettingsOverrides pendingSettings;
|
|
||||||
|
|
||||||
[Header("Task Minigames (round-robin)")]
|
|
||||||
// Names MUST match the scene file names in Assets/Scenes (case-sensitive)
|
|
||||||
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
|
|
||||||
// will silently fail and the task button will appear dead.
|
|
||||||
[SerializeField] public string[] minigameScenes = {
|
|
||||||
"MiniGame-Kabely V10",
|
|
||||||
"MiniGame-insertkeys",
|
|
||||||
"MiniGame-FlappyBird",
|
|
||||||
"MiniGame-ThrowInHole",
|
|
||||||
"MiniGame-Satelit"
|
|
||||||
};
|
|
||||||
|
|
||||||
[Header("Debug")]
|
[Header("Debug")]
|
||||||
public bool testMode = false;
|
public bool testMode = false;
|
||||||
/// <summary>
|
private GameClient _secondClient;
|
||||||
/// When true, draw a small GPS status banner across the top of every
|
private GameClient _thirdClient;
|
||||||
/// screen. Useful for diagnosing why CreateLobby is blocked or why a
|
private GameManager_Network _secondNetwork;
|
||||||
/// joiner's position isn't updating - failures otherwise only show up
|
private GameManager_Network _thirdNetwork;
|
||||||
/// in logcat which most users can't reach. Toggle off for release.
|
|
||||||
/// </summary>
|
|
||||||
public bool showGPSDebugOverlay = true;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Number of in-process test client bots to spawn alongside the host
|
|
||||||
/// when testMode is on. Each gets its own GameClient + Network and
|
|
||||||
/// joins the host's lobby automatically. Bots are switchable via
|
|
||||||
/// number keys 1..N (host = 0). Default 3 keeps memory reasonable;
|
|
||||||
/// bump for stress-testing voting / sabotage flows.
|
|
||||||
/// </summary>
|
|
||||||
public int testClientCount = 3;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Per-bot network + display-name + sim-position state. The active slot
|
|
||||||
/// (host = 0, bots = 1..N) gets WASD on the next tick.
|
|
||||||
/// </summary>
|
|
||||||
private class TestBot
|
|
||||||
{
|
|
||||||
public GameClient Client;
|
|
||||||
public GameManager_Network Network;
|
|
||||||
public string DisplayName;
|
|
||||||
public GeoSus.Client.Position SimPosition;
|
|
||||||
public bool Joined;
|
|
||||||
public float LastSendTime;
|
|
||||||
}
|
|
||||||
private System.Collections.Generic.List<TestBot> _testBots = new System.Collections.Generic.List<TestBot>();
|
|
||||||
/// <summary>Slot 0 = host (real player), 1..N = test bot index.</summary>
|
|
||||||
private int _activeClientSlot = 0;
|
|
||||||
|
|
||||||
void Awake()
|
|
||||||
{
|
|
||||||
if (Instance != null && Instance != this)
|
|
||||||
{
|
|
||||||
Destroy(gameObject);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
Instance = this;
|
|
||||||
DontDestroyOnLoad(gameObject);
|
|
||||||
|
|
||||||
// Keep the screen on while the player is in the app. A geographic
|
|
||||||
// social-deduction game asks the user to walk around for 5-15 minutes
|
|
||||||
// staring at the map; default Android sleep timeout (15-60s) blacks
|
|
||||||
// the screen out mid-round, drops GPS updates, and requires the
|
|
||||||
// player to re-unlock the phone. Two layers of belt-and-suspenders:
|
|
||||||
// (1) Unity's Screen.sleepTimeout, which works on most devices and
|
|
||||||
// is one line, but is overridden by some MIUI/EMUI ROMs.
|
|
||||||
// (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for
|
|
||||||
// OEM ROMs to override and the standard pattern for navigation/maps
|
|
||||||
// apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it.
|
|
||||||
Screen.sleepTimeout = SleepTimeout.NeverSleep;
|
|
||||||
AcquireAndroidWakelock();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the
|
|
||||||
/// standard navigation/maps-app pattern and survives ROM-level overrides
|
|
||||||
/// of Unity's Screen.sleepTimeout. No-op on non-Android platforms.
|
|
||||||
/// </summary>
|
|
||||||
private static void AcquireAndroidWakelock()
|
|
||||||
{
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
try
|
|
||||||
{
|
|
||||||
using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
|
|
||||||
using (var activity = player.GetStatic<AndroidJavaObject>("currentActivity"))
|
|
||||||
{
|
|
||||||
// addFlags must run on the UI thread. Capture activity into a
|
|
||||||
// local for the closure - AndroidJavaObject can be reused.
|
|
||||||
var act = activity;
|
|
||||||
act.Call("runOnUiThread", new AndroidJavaRunnable(() =>
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
using (var window = act.Call<AndroidJavaObject>("getWindow"))
|
|
||||||
{
|
|
||||||
// WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
|
|
||||||
const int FLAG_KEEP_SCREEN_ON = 0x00000080;
|
|
||||||
window.Call("addFlags", FLAG_KEEP_SCREEN_ON);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (System.Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message);
|
|
||||||
}
|
|
||||||
}));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (System.Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
// The prefab default in SampleScene.unity is "Hrac" (Czech for
|
DontDestroyOnLoad(this);
|
||||||
// "player"). Treat it as equivalent to "no name set" so users who
|
if (displayName == null || displayName == "")
|
||||||
// never customize their name don't all show up identically. This
|
{
|
||||||
// override only fires at startup; users who explicitly type "Hrac"
|
displayName = GenerateUsername();
|
||||||
// into the nickname field will still send "Hrac" via the live
|
}
|
||||||
// DisplayName payload field.
|
|
||||||
if (string.IsNullOrEmpty(displayName) || displayName == "Hrac")
|
|
||||||
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
|
|
||||||
|
|
||||||
gameClient = new GameClient(GenerateUUID(), displayName);
|
|
||||||
networkSubsystem = new GameManager_Network(gameClient, this);
|
|
||||||
mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
|
|
||||||
uiSubsystem = new GameManager_UI(gameClient);
|
|
||||||
inputSubsystem = new GameManager_Input(gameClient, null, testMode);
|
|
||||||
taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
|
|
||||||
|
|
||||||
if (testMode)
|
if (testMode)
|
||||||
{
|
{
|
||||||
int n = Mathf.Max(0, testClientCount);
|
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||||
for (int i = 0; i < n; i++)
|
_secondNetwork = new GameManager_Network(_secondClient);
|
||||||
{
|
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||||
var bot = new TestBot
|
_thirdNetwork = new GameManager_Network(_thirdClient);
|
||||||
{
|
|
||||||
DisplayName = "TestBot" + (i + 1),
|
_secondNetwork.OpenConection();
|
||||||
};
|
_thirdNetwork.OpenConection();
|
||||||
bot.Client = new GameClient(GenerateUUID(), bot.DisplayName);
|
|
||||||
bot.Network = new GameManager_Network(bot.Client, null);
|
|
||||||
bot.Network.OpenConnection();
|
|
||||||
_testBots.Add(bot);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
gameClient = new GameClient(GenerateUUID(), displayName);
|
||||||
networkSubsystem.OpenConnection();
|
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
|
||||||
|
networkSubsystem = new GameManager_Network(gameClient);
|
||||||
// Start GPS immediately at app launch. Acquiring a fix on a cold
|
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
|
||||||
// device can take 5-30 seconds; if we wait until CreateLobby is
|
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
|
||||||
// pressed, the lobby will be seeded with bad coords. Starting here
|
networkSubsystem.OpenConection();
|
||||||
// means the user's normal navigation through the menus gives the
|
|
||||||
// GPS subsystem time to settle.
|
|
||||||
inputSubsystem?.EnsureGPSStarted();
|
|
||||||
|
|
||||||
// Load main menu after GameManager is ready
|
|
||||||
if (!string.IsNullOrEmpty(firstMenuScene))
|
|
||||||
SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Draws a GPS status banner across the top of every screen. We use OnGUI
|
|
||||||
/// rather than a uGUI Canvas element because OnGUI works without any
|
|
||||||
/// scene wiring - we want this visible from the very first frame, on
|
|
||||||
/// every screen, even if the lobby canvas hasn't been bound yet. This is
|
|
||||||
/// a debug overlay; toggle showGPSDebugOverlay off for release builds.
|
|
||||||
/// </summary>
|
|
||||||
private void OnGUI()
|
|
||||||
{
|
|
||||||
if (!showGPSDebugOverlay) return;
|
|
||||||
if (inputSubsystem == null) return;
|
|
||||||
|
|
||||||
var diag = inputSubsystem.GpsDiagnostic;
|
|
||||||
var label = "GPS: " + diag;
|
|
||||||
|
|
||||||
// Scale font size to screen so it's legible on phones (HDPI) and
|
|
||||||
// editor (lower DPI) alike. Phones tend to have ~400dpi; the
|
|
||||||
// editor game view runs at ~100dpi.
|
|
||||||
int fontSize = Mathf.Max(14, Screen.width / 50);
|
|
||||||
|
|
||||||
var style = new GUIStyle(GUI.skin.label)
|
|
||||||
{
|
|
||||||
fontSize = fontSize,
|
|
||||||
fontStyle = FontStyle.Bold,
|
|
||||||
alignment = TextAnchor.MiddleLeft,
|
|
||||||
wordWrap = false,
|
|
||||||
normal = { textColor = Color.white }
|
|
||||||
};
|
|
||||||
|
|
||||||
// Width covers most of the screen so longer error strings don't get
|
|
||||||
// clipped. Height auto-fits the chosen font size.
|
|
||||||
float pad = fontSize * 0.5f;
|
|
||||||
float bannerH = fontSize * 2f;
|
|
||||||
var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH);
|
|
||||||
|
|
||||||
// Translucent black background for legibility against the map.
|
|
||||||
var prevColor = GUI.color;
|
|
||||||
GUI.color = new Color(0f, 0f, 0f, 0.65f);
|
|
||||||
GUI.Box(rect, GUIContent.none);
|
|
||||||
GUI.color = prevColor;
|
|
||||||
|
|
||||||
// Indent the label inside the box.
|
|
||||||
var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height);
|
|
||||||
GUI.Label(textRect, label, style);
|
|
||||||
|
|
||||||
// Second row: position-source picker (tap to cycle) + active client
|
|
||||||
// indicator (testMode only). Both are diagnostic; the source picker
|
|
||||||
// is the recovery path when one backend silently fails on a phone.
|
|
||||||
float row2Y = rect.y + bannerH + pad * 0.5f;
|
|
||||||
var btnStyle = new GUIStyle(GUI.skin.button)
|
|
||||||
{
|
|
||||||
fontSize = Mathf.Max(12, fontSize - 2),
|
|
||||||
fontStyle = FontStyle.Bold,
|
|
||||||
alignment = TextAnchor.MiddleCenter,
|
|
||||||
};
|
|
||||||
|
|
||||||
// Source button: shows current source name + invites tap.
|
|
||||||
string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]";
|
|
||||||
// Width sized to the text so the touch area matches the label.
|
|
||||||
Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel));
|
|
||||||
float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2);
|
|
||||||
var sourceRect = new Rect(pad, row2Y, sourceW, bannerH);
|
|
||||||
if (GUI.Button(sourceRect, sourceLabel, btnStyle))
|
|
||||||
{
|
|
||||||
inputSubsystem.CycleNextPositionSource();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Active-client indicator (only when we have test bots).
|
|
||||||
if (testMode && _testBots.Count > 0)
|
|
||||||
{
|
|
||||||
string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot);
|
|
||||||
string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)";
|
|
||||||
var indStyle = new GUIStyle(GUI.skin.label)
|
|
||||||
{
|
|
||||||
fontSize = Mathf.Max(12, fontSize - 2),
|
|
||||||
fontStyle = FontStyle.Bold,
|
|
||||||
alignment = TextAnchor.MiddleLeft,
|
|
||||||
normal = { textColor = new Color(0.9f, 1f, 0.4f) },
|
|
||||||
};
|
|
||||||
Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator));
|
|
||||||
var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH);
|
|
||||||
GUI.color = new Color(0f, 0f, 0f, 0.65f);
|
|
||||||
GUI.Box(indRect, GUIContent.none);
|
|
||||||
GUI.color = prevColor;
|
|
||||||
GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
// Tick the SDK dispatcher so callbacks fire on main thread
|
if (gameClient.CurrentLobbyState != null)
|
||||||
gameClient?.Update();
|
|
||||||
if (testMode)
|
|
||||||
{
|
{
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
uiSubsystem.UpdateLobbyUI();
|
||||||
_testBots[i].Client?.Update();
|
|
||||||
HandleTestBotInput();
|
|
||||||
}
|
}
|
||||||
|
try
|
||||||
if (gameClient?.CurrentLobbyState != null)
|
|
||||||
{
|
{
|
||||||
uiSubsystem?.UpdateLobbyUI();
|
if (gameClient.CurrentLobbyState.MapDataReady)
|
||||||
taskSubsystem?.UpdateProximity();
|
|
||||||
}
|
|
||||||
if (gameClient?.MyRole == PlayerRole.Impostor)
|
|
||||||
UpdateKillCooldown();
|
|
||||||
|
|
||||||
inputSubsystem?.positionCheck();
|
|
||||||
|
|
||||||
if (testMode) StepActiveTestBot();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Number-key handling for slot switching. 0 = host, 1..N = test bot N.
|
|
||||||
/// Suppress host WASD when a non-host bot is active so the host capsule
|
|
||||||
/// doesn't drift while the user is moving a bot. Only fires when
|
|
||||||
/// testMode is on; release builds never see this path.
|
|
||||||
/// </summary>
|
|
||||||
private void HandleTestBotInput()
|
|
||||||
{
|
|
||||||
// 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9).
|
|
||||||
if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0;
|
|
||||||
for (int i = 1; i <= 9 && i <= _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Tell the host's input subsystem to ignore WASD when a bot is active.
|
|
||||||
if (inputSubsystem != null)
|
|
||||||
inputSubsystem.SuppressWasd = (_activeClientSlot != 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// If the active slot is a bot, step its sim position from WASD axes
|
|
||||||
/// and send to the server. Idle bots get a periodic keep-alive so their
|
|
||||||
/// avatars don't time out.
|
|
||||||
/// </summary>
|
|
||||||
private void StepActiveTestBot()
|
|
||||||
{
|
|
||||||
if (_testBots.Count == 0) return;
|
|
||||||
var state = gameClient?.CurrentLobbyState;
|
|
||||||
if (state == null || state.MapData == null) return;
|
|
||||||
|
|
||||||
// Lazy-init each bot's sim position to the lobby's map center on
|
|
||||||
// first lobby state. Until the bot has joined a lobby it can't
|
|
||||||
// send position updates.
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
var bot = _testBots[i];
|
|
||||||
if (!bot.Joined) continue;
|
|
||||||
if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0)
|
|
||||||
{
|
{
|
||||||
// Spawn each bot in a small ring around the map center so
|
mapSubsystem.BuildMap();
|
||||||
// they don't all stack on top of each other on frame one.
|
gameClient.CurrentLobbyState.MapDataReady = false;
|
||||||
double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
|
|
||||||
double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
|
|
||||||
bot.SimPosition = new GeoSus.Client.Position(
|
|
||||||
state.MapData.Center.Lat + offsetLat,
|
|
||||||
state.MapData.Center.Lon + offsetLon);
|
|
||||||
bot.Client.UpdatePosition(bot.SimPosition);
|
|
||||||
bot.LastSendTime = Time.time;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// WASD only drives the active bot.
|
|
||||||
if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count)
|
|
||||||
{
|
|
||||||
var bot = _testBots[_activeClientSlot - 1];
|
|
||||||
if (bot.Joined)
|
|
||||||
{
|
|
||||||
float dx = Input.GetAxis("Horizontal");
|
|
||||||
float dy = Input.GetAxis("Vertical");
|
|
||||||
const double speed = 0.00001;
|
|
||||||
bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f;
|
|
||||||
if (moved)
|
|
||||||
{
|
|
||||||
bot.SimPosition = new GeoSus.Client.Position(
|
|
||||||
bot.SimPosition.Lat + dy * speed,
|
|
||||||
bot.SimPosition.Lon + dx * speed);
|
|
||||||
}
|
|
||||||
// Send on movement OR on keep-alive cadence so the server
|
|
||||||
// doesn't drop our presence.
|
|
||||||
bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f;
|
|
||||||
if (moved || dueKeepAlive)
|
|
||||||
{
|
|
||||||
bot.Client.UpdatePosition(bot.SimPosition);
|
|
||||||
bot.LastSendTime = Time.time;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// No bot is active. All bots get keep-alive only.
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
var bot = _testBots[i];
|
|
||||||
if (!bot.Joined) continue;
|
|
||||||
if ((Time.time - bot.LastSendTime) >= 1.0f)
|
|
||||||
{
|
|
||||||
bot.Client.UpdatePosition(bot.SimPosition);
|
|
||||||
bot.LastSendTime = Time.time;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
catch (NullReferenceException ex) { }
|
||||||
|
inputSubsystem.positionCheck();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void OnEnable()
|
|
||||||
{
|
|
||||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
|
||||||
}
|
|
||||||
void OnDisable()
|
|
||||||
{
|
|
||||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// After Client.unity loads, re-bind all canvas/HUD references because
|
|
||||||
/// those GameObjects don't exist in the Art menu scenes.
|
|
||||||
/// </summary>
|
|
||||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
|
||||||
{
|
|
||||||
if (scene.name == "Client")
|
|
||||||
{
|
|
||||||
var roots = scene.GetRootGameObjects();
|
|
||||||
|
|
||||||
// Find a root or deep GameObject by name in the loaded scene
|
|
||||||
GameObject FindGO(string n) {
|
|
||||||
foreach (var go in roots) {
|
|
||||||
if (go.name == n) return go;
|
|
||||||
var found = go.transform.Find(n);
|
|
||||||
if (found != null) return found.gameObject;
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
Canvas FindCanvas(string n) {
|
|
||||||
var go = FindGO(n);
|
|
||||||
return go != null ? go.GetComponent<Canvas>() : null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
|
|
||||||
var inGameGO = FindGO("InGame");
|
|
||||||
if (inGameGO != null)
|
|
||||||
{
|
|
||||||
var builder = inGameGO.GetComponent<InGameHUDBuilder>()
|
|
||||||
?? inGameGO.AddComponent<InGameHUDBuilder>();
|
|
||||||
builder.BuildNow();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Wire canvases (after HUD is built) ──
|
|
||||||
// Apply our standard CanvasScaler (1080x1920 reference, match=0.5)
|
|
||||||
// to every canvas in the scene before binding so layouts scale
|
|
||||||
// identically across phones and tablets without per-device tweaks.
|
|
||||||
var cJoin = FindCanvas(CanvasNameJoinCreate);
|
|
||||||
var cLobby = FindCanvas(CanvasNameInLobby);
|
|
||||||
var cLoad = FindCanvas(CanvasNameLoading);
|
|
||||||
var cGame = FindCanvas(CanvasNameGame);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cJoin);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cLobby);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cLoad);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cGame);
|
|
||||||
uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame);
|
|
||||||
|
|
||||||
// ── Wire map center point and player capsule ──
|
|
||||||
var mapCenter = FindGO("MapCenterPoint");
|
|
||||||
var player = FindGO("Capsule");
|
|
||||||
mapSubsystem?.SetMapCenterPoint(mapCenter);
|
|
||||||
inputSubsystem?.SetPlayerObject(player);
|
|
||||||
|
|
||||||
// ── Attach camera controller to Main Camera ──
|
|
||||||
var mainCamGO = FindGO("Main Camera");
|
|
||||||
if (mainCamGO != null)
|
|
||||||
{
|
|
||||||
var camCtrl = mainCamGO.GetComponent<MapCameraController>()
|
|
||||||
?? mainCamGO.AddComponent<MapCameraController>();
|
|
||||||
camCtrl.SetTarget(player);
|
|
||||||
}
|
|
||||||
|
|
||||||
// If MapDataReady arrived before Client scene finished loading,
|
|
||||||
// this will build the map now that scene references are valid.
|
|
||||||
networkSubsystem?.OnClientSceneReady();
|
|
||||||
}
|
|
||||||
else if (scene.name == "create" || scene.name == "join loading")
|
|
||||||
{
|
|
||||||
// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
|
|
||||||
// its Start() has run and registered itself (happens before Update).
|
|
||||||
uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private float _killCooldownSeconds = 0f;
|
|
||||||
private const float KillCooldownDuration = 20f;
|
|
||||||
|
|
||||||
private void UpdateKillCooldown()
|
|
||||||
{
|
|
||||||
if (_killCooldownSeconds > 0)
|
|
||||||
{
|
|
||||||
_killCooldownSeconds -= Time.deltaTime;
|
|
||||||
// Mirror into GameState so UI reads from the single source of truth
|
|
||||||
if (networkSubsystem?.State != null)
|
|
||||||
networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds;
|
|
||||||
uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_killCooldownSeconds = 0f;
|
|
||||||
if (networkSubsystem?.State != null)
|
|
||||||
networkSubsystem.State.KillCooldownRemaining = 0;
|
|
||||||
uiSubsystem?.SetKillCooldownText("");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called by the ActionButton. Routes to kill / report / emergency / use-task
|
|
||||||
/// depending on current proximity state.
|
|
||||||
/// </summary>
|
|
||||||
public void PerformAction()
|
|
||||||
{
|
|
||||||
if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
|
|
||||||
|
|
||||||
bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
|
|
||||||
|
|
||||||
// P13b: pull per-lobby distances from the server-snapshotted settings
|
|
||||||
// instead of hardcoding 5m for every check. ?? fallback keeps the
|
|
||||||
// pre-P13b behavior on old server builds that don't ship settings.
|
|
||||||
var settings = networkSubsystem?.State?.Settings;
|
|
||||||
double reportDist = settings?.ReportDistanceM ?? 5.0;
|
|
||||||
double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0;
|
|
||||||
double killDist = settings?.KillDistanceM ?? 5.0;
|
|
||||||
|
|
||||||
// 1. Nearby task → USE
|
|
||||||
var nearbyTask = taskSubsystem?.NearbyTask;
|
|
||||||
if (nearbyTask != null && !isImpostor)
|
|
||||||
{
|
|
||||||
taskSubsystem.TriggerNearbyTask();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 2. Nearby body → REPORT
|
|
||||||
if (!uiSubsystem.IsCommsBlackout)
|
|
||||||
{
|
|
||||||
var nearbyBody = gameClient?.FindNearbyBody(reportDist);
|
|
||||||
if (nearbyBody != null)
|
|
||||||
{
|
|
||||||
gameClient.ReportBody(nearbyBody.BodyId);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3. Near map centre → EMERGENCY
|
|
||||||
if (gameClient?.CurrentLobbyState?.MapData != null)
|
|
||||||
{
|
|
||||||
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
if (distToCenter <= emergencyDist)
|
|
||||||
{
|
|
||||||
gameClient.CallEmergencyMeeting();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 4. Impostor kill
|
|
||||||
if (isImpostor && _killCooldownSeconds <= 0)
|
|
||||||
{
|
|
||||||
var targetUuid = gameClient?.FindNearbyPlayer(killDist);
|
|
||||||
if (!string.IsNullOrEmpty(targetUuid))
|
|
||||||
{
|
|
||||||
gameClient.Kill(targetUuid);
|
|
||||||
_killCooldownSeconds = KillCooldownDuration;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called by Impostor sabotage buttons.</summary>
|
|
||||||
public void StartSabotage(int typeIndex)
|
|
||||||
{
|
|
||||||
gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
|
|
||||||
public void CastVote(string targetUuid)
|
|
||||||
{
|
|
||||||
gameClient?.Vote(targetUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected string GenerateUUID()
|
protected string GenerateUUID()
|
||||||
{
|
{
|
||||||
return System.Guid.NewGuid().ToString();
|
string UUID = System.Guid.NewGuid().ToString();
|
||||||
|
Debug.Log(UUID);
|
||||||
|
return UUID;
|
||||||
}
|
}
|
||||||
protected string GenerateUsername()
|
protected string GenerateUsername()
|
||||||
{
|
{
|
||||||
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
|
string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
|
||||||
|
Debug.Log(Username);
|
||||||
|
return Username;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Pull the nickname input field's current text into displayName +
|
|
||||||
/// gameClient.DisplayName + PlayerPrefs before sending a network
|
|
||||||
/// action. Defensive against any TMP_InputField / soft-keyboard race
|
|
||||||
/// where the user types and immediately taps a button: onValueChanged
|
|
||||||
/// normally fires before the click handler in the same frame, but
|
|
||||||
/// some Android keyboards batch text events oddly. Call this at the
|
|
||||||
/// top of any Create/Join/Rename flow. No-op if the input field
|
|
||||||
/// doesn't exist in the current scene.
|
|
||||||
/// </summary>
|
|
||||||
private void CommitNicknameFromInput()
|
|
||||||
{
|
|
||||||
var nameGO = GameObject.Find("name");
|
|
||||||
if (nameGO == null) return;
|
|
||||||
var field = nameGO.GetComponent<TMPro.TMP_InputField>();
|
|
||||||
if (field == null) return;
|
|
||||||
// Force the InputField to flush any pending soft-keyboard text.
|
|
||||||
// ForceLabelUpdate() is harmless if there's nothing pending.
|
|
||||||
field.ForceLabelUpdate();
|
|
||||||
string typed = (field.text ?? "").Trim();
|
|
||||||
if (string.IsNullOrEmpty(typed)) return;
|
|
||||||
if (typed == displayName) return; // already in sync, skip the writes
|
|
||||||
displayName = typed;
|
|
||||||
if (gameClient != null) gameClient.DisplayName = typed;
|
|
||||||
PlayerPrefs.SetString("PlayerName", typed);
|
|
||||||
PlayerPrefs.Save();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called by HostLobbyUI
|
|
||||||
public void CreateLobbyButton()
|
public void CreateLobbyButton()
|
||||||
{
|
{
|
||||||
CommitNicknameFromInput();
|
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
|
||||||
// Refuse to create a lobby without a real GPS fix. The previous
|
if (testMode)
|
||||||
// behavior of silently using a hardcoded Czechia fallback meant the
|
|
||||||
// game always started at the same place no matter where the host was,
|
|
||||||
// and the player capsule would spawn miles away in coordinate space
|
|
||||||
// because they're at their real GPS while the map was built around
|
|
||||||
// the fallback. Both bugs share this single gate.
|
|
||||||
if (inputSubsystem?.LastKnownPosition == null)
|
|
||||||
{
|
{
|
||||||
// testMode bypasses the GPS gate entirely so debug runs still work.
|
StartCoroutine(ConnectTestClients());
|
||||||
if (!testMode)
|
|
||||||
{
|
|
||||||
// Surface the actual GPS state in both logs and the toast
|
|
||||||
// instead of the generic "Waiting for GPS fix..." that hides
|
|
||||||
// permission/timeout/device-disabled distinctions.
|
|
||||||
string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem";
|
|
||||||
Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag);
|
|
||||||
uiSubsystem?.ShowToast("Cannot create lobby. " + diag);
|
|
||||||
inputSubsystem?.EnsureGPSStarted();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var pos = inputSubsystem?.LastKnownPosition;
|
|
||||||
double lat = pos?.Lat ?? 0;
|
|
||||||
double lon = pos?.Lon ?? 0;
|
|
||||||
networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings);
|
|
||||||
if (testMode) StartCoroutine(ConnectTestClients());
|
|
||||||
}
|
}
|
||||||
|
public void JoinLobbyButton()
|
||||||
// Called by JoinLobbyUI with the code from the input field
|
|
||||||
public void JoinLobbyButton(string code)
|
|
||||||
{
|
{
|
||||||
CommitNicknameFromInput();
|
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
|
||||||
if (!string.IsNullOrEmpty(code))
|
if (joinCode.text != null && joinCode.text != "")
|
||||||
networkSubsystem.JoinLobby(code);
|
{
|
||||||
|
networkSubsystem.JoinLobby(joinCode.text);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
Debug.LogWarning("Join code is empty!");
|
{
|
||||||
|
Debug.Log("Join code is empty!");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LeaveLobbyButton()
|
public void LeaveLobbyButton()
|
||||||
{
|
{
|
||||||
networkSubsystem.LeaveLobby();
|
networkSubsystem.LeaveLobby();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartGameButton()
|
public void StartGameButton()
|
||||||
{
|
{
|
||||||
networkSubsystem.StartGame();
|
networkSubsystem.StartGame();
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnApplicationQuit()
|
void OnApplicationQuit()
|
||||||
{
|
{
|
||||||
gameClient?.Disconnect();
|
gameClient.Disconnect();
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
_secondClient?.Disconnect();
|
||||||
_testBots[i].Client?.Disconnect();
|
_thirdClient?.Disconnect();
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator ConnectTestClients()
|
IEnumerator ConnectTestClients()
|
||||||
{
|
{
|
||||||
if (_testBots.Count == 0) yield break;
|
yield return new WaitForSeconds(2f);
|
||||||
|
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||||
// Wait until host lobby code exists
|
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||||
float wait = 0f;
|
|
||||||
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
|
|
||||||
{
|
|
||||||
wait += 0.25f;
|
|
||||||
yield return new WaitForSeconds(0.25f);
|
|
||||||
}
|
|
||||||
|
|
||||||
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
|
|
||||||
if (string.IsNullOrEmpty(joinCode))
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[TestMode] Could not join test bots: join code not available.");
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Wait until every bot's client has finished its TCP handshake.
|
|
||||||
// IsReady flips once ClientHello + ClientHelloAck round-trip.
|
|
||||||
wait = 0f;
|
|
||||||
bool allReady;
|
|
||||||
do
|
|
||||||
{
|
|
||||||
allReady = true;
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
if (_testBots[i].Client == null || !_testBots[i].Client.IsReady)
|
|
||||||
{
|
|
||||||
allReady = false;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!allReady)
|
|
||||||
{
|
|
||||||
wait += 0.25f;
|
|
||||||
yield return new WaitForSeconds(0.25f);
|
|
||||||
}
|
|
||||||
} while (!allReady && wait < 20f);
|
|
||||||
|
|
||||||
if (!allReady)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only.");
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
var bot = _testBots[i];
|
|
||||||
if (bot.Client != null && bot.Client.IsReady)
|
|
||||||
{
|
|
||||||
bot.Network?.JoinLobby(joinCode);
|
|
||||||
bot.Joined = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}.");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,8 +3,9 @@ using System;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Globalization;
|
using System.Globalization;
|
||||||
using TMPro;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Localization.Pseudo;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
|
||||||
@@ -12,8 +13,8 @@ namespace Subsystems{
|
|||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class BuildingSettings
|
public class BuildingSettings
|
||||||
{
|
{
|
||||||
public Material ResidentialBuildingsMat;
|
public Material ResidentalBuildingsMat;
|
||||||
public float ResidentialBuildingHeight;
|
public float ResidentalBuildingHeight;
|
||||||
public Material CommercialBuildingsMat;
|
public Material CommercialBuildingsMat;
|
||||||
public float CommercialBuildingHeight;
|
public float CommercialBuildingHeight;
|
||||||
public Material IndustrialBuildingsMat;
|
public Material IndustrialBuildingsMat;
|
||||||
@@ -64,44 +65,7 @@ namespace Subsystems{
|
|||||||
private BuildingSettings _buildingSettings;
|
private BuildingSettings _buildingSettings;
|
||||||
private PathwaySettings _pathwaySettings;
|
private PathwaySettings _pathwaySettings;
|
||||||
private AreaSettings _areaSettings;
|
private AreaSettings _areaSettings;
|
||||||
private const float _metersPerUnit = 1f;
|
private const float _metersPerUnit = 1f;
|
||||||
|
|
||||||
// ── Layer Y separation (single source of truth for vertical stacking) ───
|
|
||||||
// Areas at the bottom, paths above areas, buildings extruded upward from
|
|
||||||
// their own base, POIs floating well above everything else. Z-fighting
|
|
||||||
// happens when adjacent geometry shares a Y; these constants keep each
|
|
||||||
// logical layer at a distinct elevation.
|
|
||||||
private const float kAreaBaseY = 0.10f;
|
|
||||||
private const float kPathY = 0.30f;
|
|
||||||
private const float kBuildingBaseY = 0.50f;
|
|
||||||
private const float kPoiY = 2.00f;
|
|
||||||
|
|
||||||
// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
|
|
||||||
// but turned out to be the cause of the "blank map in mobile game view,
|
|
||||||
// fine in scene view" regression: forcing transparent-class shaders
|
|
||||||
// (default queue 3000+) into the Geometry range (2000-2150) breaks
|
|
||||||
// their depth-write/blend assumptions on mobile shader paths. The
|
|
||||||
// editor's scene view masks it because it uses different render paths
|
|
||||||
// and post-process is off there. Queue forcing removed in P8;
|
|
||||||
// disambiguation is now via Y-layering + per-area Y-stagger alone,
|
|
||||||
// which the depth buffer resolves correctly even on weak mobile GPUs.
|
|
||||||
|
|
||||||
// ── Marker sizing (top-down camera, units = meters) ─────────────────
|
|
||||||
// The camera's orthographic size pushes "1 meter" to a small fraction
|
|
||||||
// of the screen. Markers need to be visibly larger than buildings'
|
|
||||||
// footprints for instant recognition.
|
|
||||||
private const float kMarkerHeight = 8f; // pillar height
|
|
||||||
private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
|
|
||||||
private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
|
|
||||||
private const float kLabelY = 9f; // text label sits above pillar top
|
|
||||||
private const float kLabelFontSize = 14f; // 3D text size in world units
|
|
||||||
|
|
||||||
// Runtime marker collections
|
|
||||||
private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
|
|
||||||
private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
|
|
||||||
private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
|
|
||||||
private List<GameObject> _sabotageMarkers = new List<GameObject>();
|
|
||||||
|
|
||||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||||
{
|
{
|
||||||
_gameClient = gameClient;
|
_gameClient = gameClient;
|
||||||
@@ -110,25 +74,8 @@ namespace Subsystems{
|
|||||||
_pathwaySettings = pathwaySettings;
|
_pathwaySettings = pathwaySettings;
|
||||||
_areaSettings = areaSettings;
|
_areaSettings = areaSettings;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsSceneReady => _mapCenterPoint != null;
|
|
||||||
|
|
||||||
/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
|
|
||||||
/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
|
|
||||||
public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
|
|
||||||
public void BuildMap()
|
public void BuildMap()
|
||||||
{
|
{
|
||||||
if (_mapCenterPoint == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (_gameClient?.CurrentLobbyState?.MapData == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ClearChildren();
|
ClearChildren();
|
||||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||||
GameObject buildingsRoot = new GameObject("Buildings");
|
GameObject buildingsRoot = new GameObject("Buildings");
|
||||||
@@ -162,133 +109,7 @@ namespace Subsystems{
|
|||||||
GameObject a = BuildAreaMesh(area);
|
GameObject a = BuildAreaMesh(area);
|
||||||
a.transform.parent = areaRoot.transform;
|
a.transform.parent = areaRoot.transform;
|
||||||
}
|
}
|
||||||
|
//TODO: POIs
|
||||||
GameObject poiRoot = new GameObject("POIs");
|
|
||||||
poiRoot.transform.parent = _mapCenterPoint.transform;
|
|
||||||
int poiCount = 0;
|
|
||||||
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
|
|
||||||
{
|
|
||||||
GameObject p = BuildPOIMarker(poi);
|
|
||||||
if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
|
|
||||||
}
|
|
||||||
|
|
||||||
// Diagnostic - if the user reports "map missing in game view" but
|
|
||||||
// the counts here are non-zero, the bug is camera/culling related,
|
|
||||||
// not a build issue.
|
|
||||||
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
|
|
||||||
int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
|
|
||||||
int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
|
|
||||||
Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
|
|
||||||
$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
|
|
||||||
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
|
|
||||||
$"scale={_mapCenterPoint.transform.localScale}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Build a tall, brightly-colored pillar for a Point of Interest with
|
|
||||||
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
|
|
||||||
/// flat on the XZ plane facing UP so it reads correctly under the
|
|
||||||
/// orthogonal top-down camera.
|
|
||||||
/// </summary>
|
|
||||||
private GameObject BuildPOIMarker(MapPOI poi)
|
|
||||||
{
|
|
||||||
if (poi == null) return null;
|
|
||||||
var color = ColorForPOI(poi.POIType);
|
|
||||||
string label = LabelForPOI(poi.POIType);
|
|
||||||
var pos = poi.Location.ToLocalVector3(_centerPosition);
|
|
||||||
return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Shared marker builder: tall colored cylinder pillar + 3D text label
|
|
||||||
/// above it. Used by POIs, tasks, bodies, and sabotage stations so
|
|
||||||
/// they all share a visual language ("colored pillar with a name").
|
|
||||||
/// </summary>
|
|
||||||
private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
|
|
||||||
{
|
|
||||||
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
|
||||||
go.name = name;
|
|
||||||
|
|
||||||
// Strip the auto-added collider - markers are visual only.
|
|
||||||
var col = go.GetComponent<Collider>();
|
|
||||||
if (col != null) UnityEngine.Object.Destroy(col);
|
|
||||||
|
|
||||||
go.transform.position = worldPos + Vector3.up * kMarkerY;
|
|
||||||
// Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
|
|
||||||
// kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
|
|
||||||
go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
|
|
||||||
|
|
||||||
var mr = go.GetComponent<MeshRenderer>();
|
|
||||||
if (mr != null)
|
|
||||||
{
|
|
||||||
// One .material access -> single clone of the primitive's
|
|
||||||
// default mat. Don't touch renderQueue (P3 regression cause).
|
|
||||||
var inst = mr.material;
|
|
||||||
if (inst != null) inst.color = color;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3D text label - lays flat on top of the pillar facing up.
|
|
||||||
// Parented to the marker so it follows position changes.
|
|
||||||
var labelGO = new GameObject("Label");
|
|
||||||
labelGO.transform.SetParent(go.transform, worldPositionStays: false);
|
|
||||||
// Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
|
|
||||||
// the cylinder primitive is 2 units tall in local space, so its
|
|
||||||
// top is at local +1. Label sits a hair above that.
|
|
||||||
labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
|
|
||||||
// Rotate 90 around X so the text quad's normal points +Y (toward
|
|
||||||
// the top-down camera). The default TMP forward is +Z.
|
|
||||||
labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
|
|
||||||
// Compensate for the cylinder's non-uniform parent scale so the
|
|
||||||
// text size in world units matches kLabelFontSize regardless of
|
|
||||||
// how the pillar was scaled.
|
|
||||||
labelGO.transform.localScale = new Vector3(
|
|
||||||
1f / kMarkerRadius,
|
|
||||||
1f / (kMarkerHeight * 0.5f),
|
|
||||||
1f / kMarkerRadius);
|
|
||||||
|
|
||||||
var tmp = labelGO.AddComponent<TextMeshPro>();
|
|
||||||
tmp.text = label;
|
|
||||||
tmp.fontSize = kLabelFontSize;
|
|
||||||
tmp.color = Color.white;
|
|
||||||
tmp.fontStyle = FontStyles.Bold;
|
|
||||||
tmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
tmp.outlineColor = Color.black;
|
|
||||||
tmp.outlineWidth = 0.25f;
|
|
||||||
// Reasonable bounds so the text mesh isn't auto-clipped.
|
|
||||||
var rt = tmp.rectTransform;
|
|
||||||
rt.sizeDelta = new Vector2(20, 4);
|
|
||||||
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Color ColorForPOI(MapPOIType type)
|
|
||||||
{
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
|
|
||||||
case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
|
|
||||||
case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
|
|
||||||
case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
|
|
||||||
case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
|
|
||||||
case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
|
|
||||||
case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
|
|
||||||
default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static string LabelForPOI(MapPOIType type)
|
|
||||||
{
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case MapPOIType.FoodDrink: return "FOOD";
|
|
||||||
case MapPOIType.Shop: return "SHOP";
|
|
||||||
case MapPOIType.Health: return "HEALTH";
|
|
||||||
case MapPOIType.Transport: return "TRANSIT";
|
|
||||||
case MapPOIType.Culture: return "CULTURE";
|
|
||||||
case MapPOIType.Landmark: return "LANDMARK";
|
|
||||||
case MapPOIType.Recreation: return "PARK";
|
|
||||||
default: return "POI";
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
void ClearChildren()
|
void ClearChildren()
|
||||||
{
|
{
|
||||||
@@ -305,12 +126,9 @@ namespace Subsystems{
|
|||||||
{
|
{
|
||||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||||
|
|
||||||
// Výpočet středu budovy. Lift the base above kPathY so building
|
// Výpočet středu budovy
|
||||||
// walls visibly extrude *upward* from above the road/area layer
|
|
||||||
// instead of starting at ground (which made them clip into paved
|
|
||||||
// areas that share their footprint).
|
|
||||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||||
building.transform.position = center + Vector3.up * kBuildingBaseY;
|
building.transform.position = center;
|
||||||
|
|
||||||
// Vytvoření mesh pro budovu
|
// Vytvoření mesh pro budovu
|
||||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||||
@@ -321,8 +139,8 @@ namespace Subsystems{
|
|||||||
switch (b.BuildingType.ToLower())
|
switch (b.BuildingType.ToLower())
|
||||||
{
|
{
|
||||||
case "residential":
|
case "residential":
|
||||||
mat = _buildingSettings.ResidentialBuildingsMat;
|
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||||
height = _buildingSettings.ResidentialBuildingHeight;
|
height = _buildingSettings.ResidentalBuildingHeight;
|
||||||
break;
|
break;
|
||||||
case "commercial":
|
case "commercial":
|
||||||
mat = _buildingSettings.CommercialBuildingsMat;
|
mat = _buildingSettings.CommercialBuildingsMat;
|
||||||
@@ -341,12 +159,8 @@ namespace Subsystems{
|
|||||||
meshFilter.mesh = mesh;
|
meshFilter.mesh = mesh;
|
||||||
|
|
||||||
//TODO: material by type
|
//TODO: material by type
|
||||||
// Použijeme barvu podle typu budovy. Use sharedMaterial to keep
|
// Použijeme barvu podle typu budovy
|
||||||
// the project's Material asset reference - no clone, no leak.
|
meshRenderer.material = mat;
|
||||||
// Y-position alone disambiguates building geometry from area/path
|
|
||||||
// layers; we don't need renderQueue overrides (which broke mobile
|
|
||||||
// rendering for transparent-class shaders in P3).
|
|
||||||
meshRenderer.sharedMaterial = mat;
|
|
||||||
|
|
||||||
// Přidání collideru pro interakci
|
// Přidání collideru pro interakci
|
||||||
building.AddComponent<MeshCollider>();
|
building.AddComponent<MeshCollider>();
|
||||||
@@ -405,19 +219,15 @@ namespace Subsystems{
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// sharedMaterial avoids the LineRenderer cloning the project's
|
line.material = mat;
|
||||||
// shared path Material on every BuildMap call. Queue overrides
|
|
||||||
// dropped (P3 mobile-render regression cause).
|
|
||||||
line.sharedMaterial = mat;
|
|
||||||
line.widthMultiplier = width;
|
line.widthMultiplier = width;
|
||||||
|
|
||||||
// Nastavení bodů cesty - kPathY sits above all area polygons but
|
// Nastavení bodů cesty
|
||||||
// below building bases, so paths visibly run on top of areas.
|
|
||||||
line.positionCount = w.Points.Count;
|
line.positionCount = w.Points.Count;
|
||||||
for (int i = 0; i < w.Points.Count; i++)
|
for (int i = 0; i < w.Points.Count; i++)
|
||||||
{
|
{
|
||||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||||
pos.y = kPathY;
|
pos.y = 0.1f; // Mírně nad zemí
|
||||||
line.SetPosition(i, pos);
|
line.SetPosition(i, pos);
|
||||||
}
|
}
|
||||||
return path;
|
return path;
|
||||||
@@ -460,58 +270,13 @@ namespace Subsystems{
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// sharedMaterial: no per-area material clone. Render-queue forcing
|
meshRenderer.material = mat;
|
||||||
// dropped in P8 (caused mobile-render regression). The Y-stagger
|
|
||||||
// below alone now drives "smaller polygon on top of larger one"
|
|
||||||
// depth ordering - which is what the depth buffer was always
|
|
||||||
// designed to do, and works on mobile GPUs with weak precision
|
|
||||||
// because the stagger spread (0.04 units) is well above any
|
|
||||||
// reasonable depth-buffer epsilon.
|
|
||||||
meshRenderer.sharedMaterial = mat;
|
|
||||||
|
|
||||||
// Y stagger: smaller polygons sit a hair higher than larger ones,
|
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
||||||
// so depth-test draws them on top of bigger area polygons they sit
|
|
||||||
// inside (e.g. a playground inside a park). Total spread is 0.04
|
|
||||||
// units - visually invisible but plenty for the depth buffer.
|
|
||||||
float yStagger = ComputeAreaYStagger(a.Outline);
|
|
||||||
area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
|
|
||||||
|
|
||||||
return area;
|
return area;
|
||||||
}
|
}
|
||||||
|
//TODO: POIs
|
||||||
/// <summary>
|
|
||||||
/// Returns a non-negative size proxy used to bucket areas by footprint.
|
|
||||||
/// Larger polygons return higher numbers; used inversely for queue/Y.
|
|
||||||
/// </summary>
|
|
||||||
private float AreaSizeBucket(List<Position> outline)
|
|
||||||
{
|
|
||||||
if (outline == null || outline.Count < 3) return 1f;
|
|
||||||
// Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
|
|
||||||
// monotonic ordering, not a real geographic area.
|
|
||||||
double minLat = outline[0].Lat, maxLat = outline[0].Lat;
|
|
||||||
double minLon = outline[0].Lon, maxLon = outline[0].Lon;
|
|
||||||
for (int i = 1; i < outline.Count; i++)
|
|
||||||
{
|
|
||||||
if (outline[i].Lat < minLat) minLat = outline[i].Lat;
|
|
||||||
if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
|
|
||||||
if (outline[i].Lon < minLon) minLon = outline[i].Lon;
|
|
||||||
if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
|
|
||||||
}
|
|
||||||
double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
|
|
||||||
return (float)System.Math.Max(0.001, bbox);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Smaller areas get a higher Y so they render on top of any larger
|
|
||||||
/// area they overlap. Returns a value in [0, 0.04] units.
|
|
||||||
/// </summary>
|
|
||||||
private float ComputeAreaYStagger(List<Position> outline)
|
|
||||||
{
|
|
||||||
float bucket = AreaSizeBucket(outline);
|
|
||||||
// Inverse mapping: huge area -> 0, tiny area -> 0.04.
|
|
||||||
float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
|
|
||||||
return t * 0.04f;
|
|
||||||
}
|
|
||||||
#endregion
|
#endregion
|
||||||
#region Polygon Utils
|
#region Polygon Utils
|
||||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||||
@@ -523,52 +288,19 @@ namespace Subsystems{
|
|||||||
}
|
}
|
||||||
return center / points.Count;
|
return center / points.Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Signed XZ shoelace area for a polygon expressed in local Vector3.
|
|
||||||
/// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
|
|
||||||
/// negative = CW (downward-facing normal -> top face invisible from
|
|
||||||
/// above unless we reverse the winding before triangulating).
|
|
||||||
/// </summary>
|
|
||||||
private static float PolygonSignedAreaXZ(List<Vector3> verts)
|
|
||||||
{
|
|
||||||
float area = 0f;
|
|
||||||
int n = verts.Count;
|
|
||||||
for (int i = 0; i < n; i++)
|
|
||||||
{
|
|
||||||
var a = verts[i];
|
|
||||||
var b = verts[(i + 1) % n];
|
|
||||||
area += (b.x - a.x) * (a.z + b.z);
|
|
||||||
}
|
|
||||||
return area * 0.5f;
|
|
||||||
}
|
|
||||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||||
{
|
{
|
||||||
Mesh mesh = new Mesh();
|
Mesh mesh = new Mesh();
|
||||||
|
|
||||||
// Reject degenerates - Recast/Overpass can hand back 1-2 vertex
|
|
||||||
// outlines on broken ways. Empty mesh -> renderer draws nothing,
|
|
||||||
// safer than a malformed triangle list.
|
|
||||||
if (outline == null || outline.Count < 3) return mesh;
|
|
||||||
|
|
||||||
// Convert to local space first so we can run a winding check, then
|
|
||||||
// reverse if needed. Without this, CW outlines from Overpass yield
|
|
||||||
// downward-facing top normals and the building roof is invisible
|
|
||||||
// from the top-down map camera.
|
|
||||||
int vertexCount = outline.Count;
|
int vertexCount = outline.Count;
|
||||||
var localVerts = new List<Vector3>(vertexCount);
|
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
|
||||||
|
|
||||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
|
||||||
localVerts.Reverse();
|
|
||||||
|
|
||||||
// Vertices - spodní a horní podstava
|
// Vertices - spodní a horní podstava
|
||||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||||
|
Vector3 center = CalculatePolygonCenter(outline);
|
||||||
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
for (int i = 0; i < vertexCount; i++)
|
||||||
{
|
{
|
||||||
Vector3 pos = localVerts[i];
|
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||||
vertices[i] = pos; // Spodní
|
vertices[i] = pos; // Spodní
|
||||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||||
}
|
}
|
||||||
@@ -612,30 +344,25 @@ namespace Subsystems{
|
|||||||
{
|
{
|
||||||
Mesh mesh = new Mesh();
|
Mesh mesh = new Mesh();
|
||||||
|
|
||||||
// Reject degenerates (matches CreateExtrudedPolygonMesh).
|
|
||||||
if (outline == null || outline.Count < 3) return mesh;
|
|
||||||
|
|
||||||
int vertexCount = outline.Count;
|
int vertexCount = outline.Count;
|
||||||
var localVerts = new List<Vector3>(vertexCount);
|
Vector3[] vertices = new Vector3[vertexCount];
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
Vector3 center = CalculatePolygonCenter(outline);
|
||||||
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
for (int i = 0; i < vertexCount; i++)
|
||||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
{
|
||||||
|
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||||
// Force CCW so RecalculateNormals produces an upward-facing normal.
|
}
|
||||||
// CW polygons from Overpass would otherwise render as black voids
|
|
||||||
// when the top-down camera looks at their back face.
|
|
||||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
|
||||||
localVerts.Reverse();
|
|
||||||
|
|
||||||
Vector3[] vertices = localVerts.ToArray();
|
|
||||||
|
|
||||||
// Triangulace - fan pattern
|
// Triangulace - fan pattern
|
||||||
List<int> triangles = new List<int>();
|
List<int> triangles = new List<int>();
|
||||||
for (int i = 1; i < vertexCount - 1; i++)
|
if (vertexCount >= 3)
|
||||||
{
|
{
|
||||||
triangles.Add(0);
|
for (int i = 1; i < vertexCount - 1; i++)
|
||||||
triangles.Add(i);
|
{
|
||||||
triangles.Add(i + 1);
|
triangles.Add(0);
|
||||||
|
triangles.Add(i);
|
||||||
|
triangles.Add(i + 1);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
mesh.vertices = vertices;
|
mesh.vertices = vertices;
|
||||||
@@ -645,164 +372,5 @@ namespace Subsystems{
|
|||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
#region Markers
|
|
||||||
|
|
||||||
public void CreateTaskMarkers(List<GeoSus.Client.GameTask> tasks)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
|
||||||
{
|
|
||||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
|
||||||
if (md != null) _centerPosition = md.Center;
|
|
||||||
}
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
|
||||||
var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
|
|
||||||
foreach (var task in tasks)
|
|
||||||
{
|
|
||||||
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
|
|
||||||
var pos = task.Location.ToLocalVector3(_centerPosition);
|
|
||||||
var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
|
|
||||||
go.transform.parent = _mapCenterPoint.transform;
|
|
||||||
|
|
||||||
// Pulsing point light so the task literally glows on the map.
|
|
||||||
var light = go.AddComponent<Light>();
|
|
||||||
light.color = taskColor;
|
|
||||||
light.intensity = 3f;
|
|
||||||
light.range = 25f;
|
|
||||||
_taskMarkers[task.TaskId] = go;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RemoveTaskMarker(string taskId)
|
|
||||||
{
|
|
||||||
if (_taskMarkers.TryGetValue(taskId, out var go))
|
|
||||||
{
|
|
||||||
UnityEngine.Object.Destroy(go);
|
|
||||||
_taskMarkers.Remove(taskId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateBodyMarker(string bodyId, Position location)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_bodyMarkers.ContainsKey(bodyId)) return;
|
|
||||||
var pos = location.ToLocalVector3(_centerPosition);
|
|
||||||
// Bright red pillar with "BODY" label - players need to see this
|
|
||||||
// from across the map to call it in.
|
|
||||||
var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
|
|
||||||
new Color(0.96f, 0.18f, 0.18f), "BODY");
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
_bodyMarkers[bodyId] = go;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearBodyMarkers()
|
|
||||||
{
|
|
||||||
foreach (var go in _bodyMarkers.Values)
|
|
||||||
if (go) UnityEngine.Object.Destroy(go);
|
|
||||||
_bodyMarkers.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Player avatar sizing ────────────────────────────────────────────
|
|
||||||
// The default Unity capsule primitive is 2m tall in local space. The
|
|
||||||
// map camera defaults to 150m orthographic-ish height (see
|
|
||||||
// MapCameraController), so anything smaller than ~3m world-size is a
|
|
||||||
// pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
|
|
||||||
// was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
|
|
||||||
// need to be visibly distinct from those AND from each other. The
|
|
||||||
// local player gets a halo light + larger scale so the user can find
|
|
||||||
// themselves on the map at a glance.
|
|
||||||
private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
|
|
||||||
private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
|
|
||||||
private const float kLocalPlayerHaloRange = 18f;
|
|
||||||
private const float kLocalPlayerHaloIntensity = 2.5f;
|
|
||||||
|
|
||||||
public void UpdatePlayerAvatars(Dictionary<string, PlayerPositionInfo> positions, string myUuid)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
|
||||||
{
|
|
||||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
|
||||||
if (md != null) _centerPosition = md.Center;
|
|
||||||
}
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
|
||||||
foreach (var kvp in positions)
|
|
||||||
{
|
|
||||||
string uuid = kvp.Key;
|
|
||||||
var info = kvp.Value;
|
|
||||||
bool isLocal = uuid == myUuid;
|
|
||||||
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
|
|
||||||
{
|
|
||||||
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
|
||||||
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
// Strip the auto-collider - avatars are visual only and the
|
|
||||||
// collider would interact with the map's MeshColliders.
|
|
||||||
var col = go.GetComponent<Collider>();
|
|
||||||
if (col != null) UnityEngine.Object.Destroy(col);
|
|
||||||
|
|
||||||
float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
|
|
||||||
go.transform.localScale = Vector3.one * scale;
|
|
||||||
|
|
||||||
if (isLocal)
|
|
||||||
{
|
|
||||||
// Halo light around the local player so the user can
|
|
||||||
// find themselves at a glance even at the widest zoom.
|
|
||||||
// Range/intensity tuned so it reads as "this is me"
|
|
||||||
// without bleeding far enough to drown POI markers.
|
|
||||||
var halo = go.AddComponent<Light>();
|
|
||||||
halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
|
|
||||||
halo.intensity = kLocalPlayerHaloIntensity;
|
|
||||||
halo.range = kLocalPlayerHaloRange;
|
|
||||||
}
|
|
||||||
|
|
||||||
_playerAvatars[uuid] = go;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Lift the avatar so the bottom of the capsule sits roughly at
|
|
||||||
// ground level despite the larger scale. Capsule's local pivot
|
|
||||||
// is at center, height = 2 * localScale.y world units, so we
|
|
||||||
// raise by half the local height.
|
|
||||||
float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
|
|
||||||
go.transform.position = info.Position.ToLocalVector3(_centerPosition)
|
|
||||||
+ Vector3.up * halfHeight;
|
|
||||||
|
|
||||||
var mr = go.GetComponent<MeshRenderer>();
|
|
||||||
if (mr)
|
|
||||||
{
|
|
||||||
if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
|
|
||||||
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
|
|
||||||
else mr.material.color = Color.white;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateSabotageMarkers(List<RepairStationInfo> stations)
|
|
||||||
{
|
|
||||||
var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
|
|
||||||
foreach (var station in stations)
|
|
||||||
{
|
|
||||||
var pos = station.Location.ToLocalVector3(_centerPosition);
|
|
||||||
var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
|
|
||||||
color, "REPAIR");
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
|
|
||||||
// Repair stations also pulse light so impostors and crew see
|
|
||||||
// the urgency from across the map.
|
|
||||||
var light = go.AddComponent<Light>();
|
|
||||||
light.color = color;
|
|
||||||
light.intensity = 4f;
|
|
||||||
light.range = 30f;
|
|
||||||
_sabotageMarkers.Add(go);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearSabotageMarkers()
|
|
||||||
{
|
|
||||||
foreach (var go in _sabotageMarkers)
|
|
||||||
if (go) UnityEngine.Object.Destroy(go);
|
|
||||||
_sabotageMarkers.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,7 +5,6 @@ using UnityEngine;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Subsystems;
|
using Subsystems;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
namespace Subsystems
|
namespace Subsystems
|
||||||
{
|
{
|
||||||
@@ -14,34 +13,9 @@ namespace Subsystems
|
|||||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||||
private const int _serverPort = 7777;
|
private const int _serverPort = 7777;
|
||||||
private GameClient _gameClient;
|
private GameClient _gameClient;
|
||||||
private GameManager _manager;
|
private GameManager_Map _mapSubsystem;
|
||||||
private bool _pendingMapBuild;
|
public async void OpenConection()
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Authoritative game state; written here, read by GameManager_UI.
|
|
||||||
/// </summary>
|
|
||||||
public GameState State { get; } = new GameState();
|
|
||||||
|
|
||||||
public GameManager_Network(GameClient gameClient, GameManager manager)
|
|
||||||
{
|
{
|
||||||
_gameClient = gameClient;
|
|
||||||
_manager = manager;
|
|
||||||
RegisterEventHandlers();
|
|
||||||
}
|
|
||||||
|
|
||||||
public async void OpenConnection()
|
|
||||||
{
|
|
||||||
// Snapshot the lobby we believed we were in BEFORE the new connect
|
|
||||||
// attempt. If the client SDK preserved it across a transient drop
|
|
||||||
// (P9 fix), this is non-null and we'll send a Reconnect message
|
|
||||||
// post-handshake to re-associate with the lobby on the server side.
|
|
||||||
// Without it, the next CastVote / TaskComplete / etc. would arrive
|
|
||||||
// on a fresh connection the server doesn't recognize and bounce
|
|
||||||
// with NOT_IN_LOBBY.
|
|
||||||
var rejoinLobbyId = _gameClient.LobbyId;
|
|
||||||
|
|
||||||
int retries = 0;
|
|
||||||
int delayMs = 5000;
|
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
||||||
@@ -49,544 +23,139 @@ namespace Subsystems
|
|||||||
if (state.Result)
|
if (state.Result)
|
||||||
{
|
{
|
||||||
Debug.Log("Connected to server.");
|
Debug.Log("Connected to server.");
|
||||||
|
|
||||||
// Re-attach to the prior lobby if we had one. Server-side
|
|
||||||
// HandleReconnectAsync will replay missed events and ack
|
|
||||||
// with a ReconnectResponse carrying the snapshot.
|
|
||||||
if (!string.IsNullOrEmpty(rejoinLobbyId))
|
|
||||||
{
|
|
||||||
Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect.");
|
|
||||||
_gameClient.Reconnect(rejoinLobbyId);
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
retries++;
|
else
|
||||||
if (retries >= 10)
|
|
||||||
{
|
{
|
||||||
Debug.LogError("Failed to connect after 10 attempts. Giving up.");
|
Debug.Log("Failed to connect to server");
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
|
await Task.Delay(5000);
|
||||||
await Task.Delay(delayMs);
|
|
||||||
delayMs = Mathf.Min(delayMs * 2, 30000);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public GameManager_Network(GameClient gameClient)
|
||||||
|
{
|
||||||
|
_gameClient = gameClient;
|
||||||
|
RegisterEventHandlers();
|
||||||
|
}
|
||||||
public void RegisterEventHandlers()
|
public void RegisterEventHandlers()
|
||||||
{
|
{
|
||||||
_gameClient.OnConnected += OnConnected;
|
_gameClient.OnConnected += OnConnected;
|
||||||
_gameClient.OnDisconnected += OnDisconnected;
|
_gameClient.OnDisconnected += OnDisconnected;
|
||||||
_gameClient.OnError += OnError;
|
_gameClient.OnError += OnError;
|
||||||
_gameClient.OnMessage += OnMessage;
|
_gameClient.OnMessage += OnMessage;
|
||||||
_gameClient.OnGameEvent += OnGameEvent;
|
_gameClient.OnGameEvent += OnGameEvent;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnConnected()
|
private void OnConnected()
|
||||||
{
|
{
|
||||||
Debug.Log("Successfully connected to the server.");
|
Debug.Log("Successfully connected to the server.");
|
||||||
// Tear the reconnect overlay down once the socket is healthy.
|
|
||||||
// No-op if it wasn't shown.
|
|
||||||
_manager?.uiSubsystem?.HideReconnecting();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnError(string e) => Debug.LogError($"Network error: {e}");
|
|
||||||
|
|
||||||
private void OnDisconnected(string reason)
|
private void OnDisconnected(string reason)
|
||||||
{
|
{
|
||||||
Debug.Log($"Disconnected: {reason}");
|
Debug.Log($"Host disconnected due to {reason}");
|
||||||
// Show the reconnect overlay only if the user is mid-game; we
|
|
||||||
// don't want it flashing during a clean shutdown ("Disposed") or
|
|
||||||
// before a real game has started.
|
|
||||||
if (reason != "Disposed" && State.Phase != GamePhase.Lobby)
|
|
||||||
_manager?.uiSubsystem?.ShowReconnecting();
|
|
||||||
|
|
||||||
if (reason != "Disposed" && _manager != null)
|
|
||||||
_manager.StartCoroutine(ReconnectAfterDelay(3f));
|
|
||||||
}
|
}
|
||||||
|
private void OnError(string error)
|
||||||
private IEnumerator ReconnectAfterDelay(float seconds)
|
|
||||||
{
|
{
|
||||||
yield return new UnityEngine.WaitForSeconds(seconds);
|
Debug.LogError($"Network error: {error}");
|
||||||
Debug.Log("Attempting to reconnect...");
|
|
||||||
OpenConnection();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMessage(Message message)
|
private void OnMessage(Message message)
|
||||||
{
|
{
|
||||||
switch (message.Type)
|
switch (message.Type)
|
||||||
{
|
{
|
||||||
|
case "GameEvent":
|
||||||
|
OnGameEvent(message as GameEvent);
|
||||||
|
break;
|
||||||
case "CreateLobbyResponse":
|
case "CreateLobbyResponse":
|
||||||
|
Debug.Log("Received CreateLobbyResponse message");
|
||||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||||
break;
|
break;
|
||||||
case "JoinLobbyResponse":
|
case "JoinLobbyResponse":
|
||||||
|
Debug.Log("Received JoinLobbyResponse message");
|
||||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||||
break;
|
break;
|
||||||
case "PositionBroadcast":
|
|
||||||
HandlePositionBroadcast(message as PositionBroadcast);
|
|
||||||
break;
|
|
||||||
case "Error":
|
|
||||||
HandleErrorMessage(message as ErrorMessage);
|
|
||||||
break;
|
|
||||||
case "Ack":
|
case "Ack":
|
||||||
case "GameEvent":
|
Debug.Log("Received Ack message");
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
Debug.Log("Received message of type: " + message.Type);
|
Debug.Log("Received message of type: " + message.Type);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still
|
|
||||||
/// believe we have a lobby (LobbyId preserved across the transient
|
|
||||||
/// disconnect), the lobby association on the server's side of the new
|
|
||||||
/// connection is missing - typically a race between OpenConnection's
|
|
||||||
/// Reconnect call and an in-flight action message that beat it. Retry
|
|
||||||
/// the Reconnect; if the second attempt also bounces, the lobby really
|
|
||||||
/// is gone and we'll surface the error to the user.
|
|
||||||
/// </summary>
|
|
||||||
private void HandleErrorMessage(ErrorMessage err)
|
|
||||||
{
|
|
||||||
if (err == null) return;
|
|
||||||
Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}");
|
|
||||||
|
|
||||||
if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId))
|
|
||||||
{
|
|
||||||
Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect.");
|
|
||||||
_gameClient.Reconnect(_gameClient.LobbyId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnGameEvent(GameEvent gameEvent)
|
private void OnGameEvent(GameEvent gameEvent)
|
||||||
{
|
{
|
||||||
// Always sync player list from lobby state after any event
|
|
||||||
SyncPlayersFromLobby();
|
|
||||||
|
|
||||||
switch (gameEvent.EventType)
|
switch (gameEvent.EventType)
|
||||||
{
|
{
|
||||||
case "PlayerJoined":
|
case "PlayerJoined":
|
||||||
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||||
|
break;
|
||||||
case "PlayerLeft":
|
case "PlayerLeft":
|
||||||
case "HostChanged":
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
||||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "GameStarting":
|
case "GameStarting":
|
||||||
State.Phase = GamePhase.Loading;
|
Debug.Log("Game is starting!");
|
||||||
HandleGameStarting();
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "MapDataReady":
|
|
||||||
HandleMapDataReady();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameStarted":
|
case "GameStarted":
|
||||||
State.Phase = GamePhase.Playing;
|
Debug.Log("Game started");
|
||||||
break;
|
break;
|
||||||
|
case "MapDataReady":
|
||||||
case "RoleAssigned":
|
Debug.Log("Map data ready");
|
||||||
HandleRoleAssigned(gameEvent);
|
|
||||||
break;
|
break;
|
||||||
|
case "PlayerMapDataReceived":
|
||||||
case "TaskCompleted":
|
Debug.Log("Player map data recieved");
|
||||||
HandleTaskCompleted(gameEvent);
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "PlayerKilled":
|
|
||||||
HandlePlayerKilled(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "BodyReported":
|
|
||||||
case "EmergencyMeetingCalled":
|
|
||||||
Toast("Meeting called! Head to the meeting point.");
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MeetingStarted":
|
|
||||||
HandleMeetingStarted(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerArrivedAtMeeting":
|
|
||||||
HandlePlayerArrivedAtMeeting(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerVoted":
|
|
||||||
HandlePlayerVoted(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "VotingClosed":
|
|
||||||
HandleVotingClosed(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameEnded":
|
|
||||||
HandleGameEnded(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "ReturnedToLobby":
|
|
||||||
HandleReturnedToLobby();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "SabotageStarted":
|
|
||||||
HandleSabotageStarted(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "RepairStarted":
|
|
||||||
HandleRepairStarted(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "RepairStopped":
|
|
||||||
HandleRepairStopped(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "SabotageRepaired":
|
|
||||||
case "SabotageMeltdown":
|
|
||||||
case "SabotageExpired":
|
|
||||||
State.ActiveSabotage = null;
|
|
||||||
State.ActiveRepairs.Clear();
|
|
||||||
_manager?.uiSubsystem?.HideSabotageTimer();
|
|
||||||
_manager?.mapSubsystem?.ClearSabotageMarkers();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "TaskStarted":
|
|
||||||
// Server now broadcasts when a player begins a task. Phase 1
|
|
||||||
// only acks; Phase 2/3 will surface this to other players.
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MapDataError":
|
case "MapDataError":
|
||||||
HandleMapDataError(gameEvent);
|
Debug.Log("Received MapData server error");
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
Debug.Log("GameEvent: " + gameEvent.EventType);
|
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Lobby responses ───────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
||||||
{
|
{
|
||||||
if (message == null) return;
|
|
||||||
if (message.Success)
|
if (message.Success)
|
||||||
{
|
{
|
||||||
Debug.Log($"Lobby created. Code: {message.JoinCode}");
|
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
|
||||||
// P13b: snapshot the server's authoritative settings into
|
|
||||||
// GameState so HUD / proximity code can read distances and
|
|
||||||
// cooldowns from a single source of truth instead of hardcodes.
|
|
||||||
State.Settings = _gameClient.CurrentLobbyState?.Settings;
|
|
||||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
|
||||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
||||||
{
|
{
|
||||||
if (message == null) return;
|
|
||||||
if (message.Success)
|
if (message.Success)
|
||||||
{
|
{
|
||||||
Debug.Log($"Joined lobby: {message.LobbyId}");
|
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
|
||||||
// P13b: same settings snapshot path as host. Joiners read the
|
|
||||||
// server's snapshot taken at lobby creation; they cannot edit.
|
|
||||||
State.Settings = _gameClient.CurrentLobbyState?.Settings;
|
|
||||||
// Unified lobby: both host and joiners land on create.unity.
|
|
||||||
// LobbyDisplayUI handles the role split internally (start
|
|
||||||
// button for host, waiting text for joiners).
|
|
||||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
|
||||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError("Failed to join lobby: " + message.Error);
|
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void CrateLobby(double lat, double lon)
|
||||||
// ── Game flow ─────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void HandleGameStarting()
|
|
||||||
{
|
{
|
||||||
_pendingMapBuild = false;
|
_gameClient.CreateLobby(new Position(lat, lon));
|
||||||
// Reset per-game state
|
|
||||||
State.MyRole = null;
|
|
||||||
State.IsDead = false;
|
|
||||||
State.MyTasks = new List<GameTask>();
|
|
||||||
State.MyCompletedTaskIds = new HashSet<string>();
|
|
||||||
State.TotalCompleted = 0;
|
|
||||||
State.TotalRequired = 0;
|
|
||||||
State.ActiveMeeting = null;
|
|
||||||
State.LastVoteResult = null;
|
|
||||||
State.VotedPlayerIds = new HashSet<string>();
|
|
||||||
State.ActiveSabotage = null;
|
|
||||||
State.GameEndData = null;
|
|
||||||
State.KillCooldownRemaining = 0;
|
|
||||||
SceneManager.LoadScene("Client", LoadSceneMode.Single);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleMapDataReady()
|
|
||||||
{
|
|
||||||
_pendingMapBuild = true;
|
|
||||||
TryBuildMapAndMarkers();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnClientSceneReady()
|
|
||||||
{
|
|
||||||
TryBuildMapAndMarkers();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TryBuildMapAndMarkers()
|
|
||||||
{
|
|
||||||
if (!_pendingMapBuild) return;
|
|
||||||
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
|
|
||||||
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
|
|
||||||
|
|
||||||
_manager.mapSubsystem.BuildMap();
|
|
||||||
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
|
|
||||||
_pendingMapBuild = false;
|
|
||||||
Debug.Log("[Network] Map built.");
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleRoleAssigned(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<RoleAssignedPayload>();
|
|
||||||
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
|
|
||||||
|
|
||||||
State.MyRole = payload.Role;
|
|
||||||
State.MyTasks = payload.Tasks ?? new List<GameTask>();
|
|
||||||
State.MyCompletedTaskIds.Clear();
|
|
||||||
|
|
||||||
Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}");
|
|
||||||
_manager?.taskSubsystem?.Initialize(State.MyTasks);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleTaskCompleted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<TaskCompletedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
// Track if it's our task
|
|
||||||
if (payload.ClientUuid == _gameClient.ClientUuid)
|
|
||||||
State.MyCompletedTaskIds.Add(payload.TaskId);
|
|
||||||
|
|
||||||
State.TotalCompleted = payload.TotalCompleted;
|
|
||||||
State.TotalRequired = payload.TotalTasks;
|
|
||||||
|
|
||||||
_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
|
|
||||||
_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePlayerKilled(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<PlayerKilledPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
|
|
||||||
|
|
||||||
if (payload.VictimId == _gameClient.ClientUuid)
|
|
||||||
{
|
|
||||||
State.IsDead = true;
|
|
||||||
_manager?.uiSubsystem?.OnLocalPlayerDied();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update player state in our list
|
|
||||||
var p = State.Players.Find(x => x.ClientUuid == payload.VictimId);
|
|
||||||
if (p != null) p.State = PlayerState.Dead;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleMeetingStarted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<MeetingStartedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.Phase = GamePhase.Meeting;
|
|
||||||
State.ActiveMeeting = payload;
|
|
||||||
State.VotedPlayerIds = new HashSet<string>();
|
|
||||||
State.ArrivedPlayerIds = new HashSet<string>();
|
|
||||||
State.VoterTargets = new Dictionary<string, string>();
|
|
||||||
State.VoteTallies = new Dictionary<string, int>();
|
|
||||||
State.MyVoteTarget = null;
|
|
||||||
State.LastVoteResult = null;
|
|
||||||
|
|
||||||
SyncPlayersFromLobby();
|
|
||||||
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePlayerArrivedAtMeeting(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<PlayerArrivedAtMeetingPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
State.ArrivedPlayerIds.Add(payload.ClientUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePlayerVoted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<PlayerVotedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
// Server allows vote changes within a 2s rate limit, so we always
|
|
||||||
// overwrite the voter's previous target rather than appending.
|
|
||||||
string target = payload.TargetId ?? GameState.VoteSkip;
|
|
||||||
|
|
||||||
State.VotedPlayerIds.Add(payload.VoterId);
|
|
||||||
State.VoterTargets[payload.VoterId] = target;
|
|
||||||
RecomputeVoteTallies();
|
|
||||||
|
|
||||||
if (payload.VoterId == _gameClient.ClientUuid)
|
|
||||||
State.MyVoteTarget = target;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RecomputeVoteTallies()
|
|
||||||
{
|
|
||||||
State.VoteTallies.Clear();
|
|
||||||
foreach (var t in State.VoterTargets.Values)
|
|
||||||
{
|
|
||||||
if (string.IsNullOrEmpty(t)) continue;
|
|
||||||
State.VoteTallies.TryGetValue(t, out var count);
|
|
||||||
State.VoteTallies[t] = count + 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleVotingClosed(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<VotingClosedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.Phase = GamePhase.Playing;
|
|
||||||
State.ActiveMeeting = null;
|
|
||||||
State.LastVoteResult = payload;
|
|
||||||
|
|
||||||
// Mark ejected player dead in our list
|
|
||||||
if (!string.IsNullOrEmpty(payload.EjectedPlayerId))
|
|
||||||
{
|
|
||||||
var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId);
|
|
||||||
if (p != null) p.State = PlayerState.Dead;
|
|
||||||
}
|
|
||||||
|
|
||||||
_manager?.uiSubsystem?.ShowVoteResult(payload, State.Players);
|
|
||||||
_manager?.mapSubsystem?.ClearBodyMarkers();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleGameEnded(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<GameEndedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.Phase = GamePhase.Ended;
|
|
||||||
State.GameEndData = payload;
|
|
||||||
|
|
||||||
// If the round ended while the meeting/vote-result overlay was
|
|
||||||
// still up (e.g. ejection won the game outright), the auto-close
|
|
||||||
// coroutine would otherwise fire 5s later and tear down the
|
|
||||||
// meeting panel while the GameEndPanel sits on top - leaving a
|
|
||||||
// glimpse of the dead overlay during the transition.
|
|
||||||
_manager?.uiSubsystem?.HideMeetingPanel();
|
|
||||||
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleReturnedToLobby()
|
|
||||||
{
|
|
||||||
State.Phase = GamePhase.Lobby;
|
|
||||||
_manager?.uiSubsystem?.HideMeetingPanel();
|
|
||||||
// Bodies survive the scene reload because the marker GameObjects are
|
|
||||||
// parented under MapCenterPoint (which lives in the persistent
|
|
||||||
// Client.unity scene). Without this clear, returning to lobby and
|
|
||||||
// starting a new round leaves stale corpses on the map of the new
|
|
||||||
// round. Server already cleared its `_bodies` set in
|
|
||||||
// ProcessReturnToLobby; this is the client-side mirror that was
|
|
||||||
// missing in HandleVotingClosed's symmetry.
|
|
||||||
_manager?.mapSubsystem?.ClearBodyMarkers();
|
|
||||||
_manager?.mapSubsystem?.ClearSabotageMarkers();
|
|
||||||
// Unified lobby: regardless of role, return to create.unity.
|
|
||||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleSabotageStarted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<SabotageStartedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.ActiveSabotage = payload;
|
|
||||||
State.ActiveRepairs.Clear();
|
|
||||||
|
|
||||||
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
|
|
||||||
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
|
|
||||||
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
|
|
||||||
if (payload.Type == SabotageType.CommsBlackout)
|
|
||||||
_manager?.uiSubsystem?.SetCommsBlackout(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleRepairStarted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<RepairStartedPayload>();
|
|
||||||
if (payload == null || string.IsNullOrEmpty(payload.StationId)) return;
|
|
||||||
State.ActiveRepairs.Add(payload.StationId);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleRepairStopped(GameEvent evt)
|
|
||||||
{
|
|
||||||
// A player abandoned a repair station mid-fix. The station is no
|
|
||||||
// longer counted as active for the simultaneous-repair coaching;
|
|
||||||
// the marker stays on the map until the sabotage resolves.
|
|
||||||
var payload = evt.GetPayload<RepairStoppedPayload>();
|
|
||||||
if (payload != null && !string.IsNullOrEmpty(payload.StationId))
|
|
||||||
State.ActiveRepairs.Remove(payload.StationId);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleMapDataError(GameEvent evt)
|
|
||||||
{
|
|
||||||
// Server failed to fetch Overpass data. Without this the loading
|
|
||||||
// screen would hang forever. Drop back to lobby and surface the
|
|
||||||
// failure so the player can re-host or try a different center.
|
|
||||||
Debug.LogError("[Network] Server could not generate map data.");
|
|
||||||
State.Phase = GamePhase.Lobby;
|
|
||||||
_manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby.");
|
|
||||||
LeaveLobby();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePositionBroadcast(PositionBroadcast broadcast)
|
|
||||||
{
|
|
||||||
if (broadcast == null) return;
|
|
||||||
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Helpers ───────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void SyncPlayersFromLobby()
|
|
||||||
{
|
|
||||||
var lobby = _gameClient.CurrentLobbyState;
|
|
||||||
if (lobby?.Players != null)
|
|
||||||
State.Players = lobby.Players;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Toast(string message)
|
|
||||||
{
|
|
||||||
State.ToastMessage = message;
|
|
||||||
State.ToastExpiry = UnityEngine.Time.time + 4f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Send helpers ──────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null)
|
|
||||||
{
|
|
||||||
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void JoinLobby(string joinCode)
|
public void JoinLobby(string joinCode)
|
||||||
{
|
{
|
||||||
try { _gameClient.JoinLobby(joinCode); }
|
try
|
||||||
catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); }
|
{
|
||||||
|
_gameClient.JoinLobby(joinCode);
|
||||||
|
}
|
||||||
|
catch (System.Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogError("Error joining lobby: " + ex.Message);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LeaveLobby()
|
public void LeaveLobby()
|
||||||
{
|
{
|
||||||
_gameClient.LeaveLobby();
|
_gameClient.Disconnect();
|
||||||
State.Phase = GamePhase.Lobby;
|
Application.Quit();
|
||||||
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartGame()
|
public void StartGame()
|
||||||
{
|
{
|
||||||
_gameClient.StartGame();
|
_gameClient.StartGame();
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,328 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
using GeoSus.Client;
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Round-robin task-to-minigame assignment, proximity detection, additive scene launch.
|
|
||||||
/// </summary>
|
|
||||||
public class GameManager_Tasks
|
|
||||||
{
|
|
||||||
private class TaskEntry
|
|
||||||
{
|
|
||||||
public GeoSus.Client.GameTask ServerTask;
|
|
||||||
public string MinigameScene;
|
|
||||||
public bool Completed;
|
|
||||||
}
|
|
||||||
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private string[] _minigameScenes;
|
|
||||||
private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines
|
|
||||||
private List<TaskEntry> _tasks = new List<TaskEntry>();
|
|
||||||
private bool _minigameOpen;
|
|
||||||
private string _loadedMinigameScene;
|
|
||||||
private Camera _hostCameraSuspended;
|
|
||||||
private GameObject _hostInGameHudHidden;
|
|
||||||
|
|
||||||
// Proximity state (checked every frame in UpdateProximity)
|
|
||||||
public GeoSus.Client.GameTask NearbyTask { get; private set; }
|
|
||||||
|
|
||||||
// P13b: per-check distances pulled from the server-snapshotted lobby
|
|
||||||
// settings (null-fallback to 5m matches the old hardcoded behavior).
|
|
||||||
// Different actions use different fields so a host can tune e.g. a
|
|
||||||
// long-range "spotter" task radius without also widening kill range.
|
|
||||||
private const float ProximityRadiusFallback = 5f;
|
|
||||||
|
|
||||||
public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_minigameScenes = minigameScenes ?? new string[0];
|
|
||||||
_host = host;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called by Network subsystem when RoleAssigned fires.</summary>
|
|
||||||
public void Initialize(List<GeoSus.Client.GameTask> serverTasks)
|
|
||||||
{
|
|
||||||
_tasks.Clear();
|
|
||||||
if (_minigameScenes.Length == 0) return;
|
|
||||||
|
|
||||||
for (int i = 0; i < serverTasks.Count; i++)
|
|
||||||
{
|
|
||||||
_tasks.Add(new TaskEntry
|
|
||||||
{
|
|
||||||
ServerTask = serverTasks[i],
|
|
||||||
MinigameScene = _minigameScenes[i % _minigameScenes.Length],
|
|
||||||
Completed = false
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create map markers
|
|
||||||
GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks);
|
|
||||||
Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks.");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called every frame from GameManager.Update().</summary>
|
|
||||||
public void UpdateProximity()
|
|
||||||
{
|
|
||||||
if (_minigameOpen) return;
|
|
||||||
|
|
||||||
// P13b: distances now come from the per-lobby settings snapshot
|
|
||||||
// instead of one hardcoded 5m radius for everything. ?? fallback
|
|
||||||
// matches the old behavior when running against an old server.
|
|
||||||
var state = GameManager.Instance?.networkSubsystem?.State;
|
|
||||||
var settings = state?.Settings;
|
|
||||||
double taskDist = settings?.TaskStartDistanceM ?? ProximityRadiusFallback;
|
|
||||||
double reportDist = settings?.ReportDistanceM ?? ProximityRadiusFallback;
|
|
||||||
double emergencyDist = settings?.EmergencyMeetingCallRadiusM?? ProximityRadiusFallback;
|
|
||||||
double killDist = settings?.KillDistanceM ?? ProximityRadiusFallback;
|
|
||||||
|
|
||||||
NearbyTask = null;
|
|
||||||
var myPos = _gameClient.MyPosition;
|
|
||||||
if (myPos.Lat == 0 && myPos.Lon == 0) return;
|
|
||||||
|
|
||||||
foreach (var entry in _tasks)
|
|
||||||
{
|
|
||||||
if (entry.Completed) continue;
|
|
||||||
double dist = myPos.DistanceTo(entry.ServerTask.Location);
|
|
||||||
if (dist <= taskDist)
|
|
||||||
{
|
|
||||||
NearbyTask = entry.ServerTask;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Drive the action button in UI
|
|
||||||
var ui = GameManager.Instance?.uiSubsystem;
|
|
||||||
if (ui == null || ui.IsPlayerDead) return;
|
|
||||||
|
|
||||||
bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor;
|
|
||||||
|
|
||||||
if (!isImpostor && NearbyTask != null)
|
|
||||||
{
|
|
||||||
ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Check body proximity
|
|
||||||
if (!ui.IsCommsBlackout)
|
|
||||||
{
|
|
||||||
var body = _gameClient.FindNearbyBody(reportDist);
|
|
||||||
if (body != null)
|
|
||||||
{
|
|
||||||
ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Emergency meeting proximity
|
|
||||||
if (_gameClient.CurrentLobbyState?.MapData != null)
|
|
||||||
{
|
|
||||||
double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
if (dist <= emergencyDist)
|
|
||||||
{
|
|
||||||
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Impostor kill
|
|
||||||
if (isImpostor)
|
|
||||||
{
|
|
||||||
var target = _gameClient.FindNearbyPlayer(killDist);
|
|
||||||
if (!string.IsNullOrEmpty(target))
|
|
||||||
{
|
|
||||||
ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
// Hide sabotage menu while a kill is on offer (cleaner HUD).
|
|
||||||
ui.SetSabotageMenuVisible(false);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Nothing nearby
|
|
||||||
ui.SetActionButton("", false);
|
|
||||||
|
|
||||||
// P13g: persistent sabotage menu for impostors when no proximity
|
|
||||||
// action is on offer. Hidden when state isn't suitable - dead,
|
|
||||||
// not-impostor, in meeting, sabotage already active, or comms
|
|
||||||
// blackout (the impostor's own sabotage triggers a UI lock).
|
|
||||||
bool inPlayingPhase = state != null && state.Phase == GeoSus.Client.GamePhase.Playing;
|
|
||||||
bool sabotageActive = state?.ActiveSabotage != null;
|
|
||||||
bool showSabMenu = isImpostor && !ui.IsPlayerDead && inPlayingPhase &&
|
|
||||||
!sabotageActive && !ui.IsCommsBlackout;
|
|
||||||
ui.SetSabotageMenuVisible(showSabMenu);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called externally (e.g., GameManager.PerformAction) to launch the nearby task.</summary>
|
|
||||||
public void TriggerNearbyTask()
|
|
||||||
{
|
|
||||||
OnUsePressed();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnUsePressed()
|
|
||||||
{
|
|
||||||
if (NearbyTask == null || _minigameOpen) return;
|
|
||||||
var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId);
|
|
||||||
if (entry != null) _host.StartCoroutine(LaunchMinigame(entry));
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator LaunchMinigame(TaskEntry entry)
|
|
||||||
{
|
|
||||||
_minigameOpen = true;
|
|
||||||
Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'");
|
|
||||||
|
|
||||||
// Validate that the scene name resolves to a build-included scene.
|
|
||||||
// LoadSceneAsync silently returns null when the scene name doesn't
|
|
||||||
// match (case-sensitive) or isn't in EditorBuildSettings, which
|
|
||||||
// leaves the action button looking dead from the player's POV.
|
|
||||||
if (string.IsNullOrEmpty(entry.MinigameScene) ||
|
|
||||||
!Application.CanStreamedLevelBeLoaded(entry.MinigameScene))
|
|
||||||
{
|
|
||||||
Debug.LogError($"[Tasks] Minigame scene '{entry.MinigameScene}' is not loadable. " +
|
|
||||||
$"Check the scene name (case-sensitive) and that it's enabled in Build Settings.");
|
|
||||||
GameManager.Instance?.uiSubsystem?.ShowToast(
|
|
||||||
$"Task scene missing: {entry.MinigameScene}");
|
|
||||||
_minigameOpen = false;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Inform server that task started
|
|
||||||
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
|
|
||||||
|
|
||||||
// Disable the host scene's main camera while the minigame is up.
|
|
||||||
// With both cameras enabled the minigame's UI/3D content would
|
|
||||||
// fight the host's map camera for screen space, and what gets
|
|
||||||
// drawn depends on Camera.depth which isn't guaranteed across
|
|
||||||
// scenes. Restored in FinishMinigame.
|
|
||||||
_hostCameraSuspended = Camera.main;
|
|
||||||
if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false;
|
|
||||||
|
|
||||||
// Hide the persistent InGame HUD canvas (if present). It lives
|
|
||||||
// in Client.unity and renders Screen Space - Overlay so it would
|
|
||||||
// otherwise stack on top of the minigame's UI regardless of
|
|
||||||
// which scene is active. SetActive(false) is reversible.
|
|
||||||
_hostInGameHudHidden = GameObject.Find("InGame");
|
|
||||||
if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf)
|
|
||||||
_hostInGameHudHidden.SetActive(false);
|
|
||||||
else
|
|
||||||
_hostInGameHudHidden = null; // nothing to restore
|
|
||||||
|
|
||||||
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
|
|
||||||
if (op == null)
|
|
||||||
{
|
|
||||||
Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'.");
|
|
||||||
GameManager.Instance?.uiSubsystem?.ShowToast(
|
|
||||||
$"Task scene failed to load: {entry.MinigameScene}");
|
|
||||||
if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; }
|
|
||||||
_minigameOpen = false;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
yield return op;
|
|
||||||
|
|
||||||
_loadedMinigameScene = entry.MinigameScene;
|
|
||||||
|
|
||||||
// CRITICAL: switch the active scene to the loaded minigame.
|
|
||||||
// LoadSceneMode.Additive stacks scenes without changing which one
|
|
||||||
// is "active" - and an inactive scene's RenderSettings, ambient
|
|
||||||
// light, and skybox don't drive rendering. The host (Client.unity)
|
|
||||||
// remains active and its lighting context still applies, which
|
|
||||||
// is the root cause of "task opens to white screen": the
|
|
||||||
// minigame's content loads but its visuals don't take over.
|
|
||||||
// Without SetActiveScene, even minigames that ARE wired up
|
|
||||||
// correctly render against the host's lighting and look broken.
|
|
||||||
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
|
|
||||||
if (scene.IsValid()) SceneManager.SetActiveScene(scene);
|
|
||||||
|
|
||||||
// Diagnostic: count cameras / canvases / lights in the loaded
|
|
||||||
// scene. If the white screen persists after this fix, the
|
|
||||||
// numbers tell us whether the scene is missing rendering bits
|
|
||||||
// (camera=0, canvas=0) or if the issue is elsewhere.
|
|
||||||
int camCount = 0, canvasCount = 0, lightCount = 0;
|
|
||||||
foreach (var root in scene.GetRootGameObjects())
|
|
||||||
{
|
|
||||||
camCount += root.GetComponentsInChildren<Camera>(true).Length;
|
|
||||||
canvasCount += root.GetComponentsInChildren<Canvas>(true).Length;
|
|
||||||
lightCount += root.GetComponentsInChildren<Light>(true).Length;
|
|
||||||
}
|
|
||||||
Debug.Log($"[Tasks] Loaded '{entry.MinigameScene}': cameras={camCount}, " +
|
|
||||||
$"canvases={canvasCount}, lights={lightCount}, " +
|
|
||||||
$"activeScene={SceneManager.GetActiveScene().name}");
|
|
||||||
|
|
||||||
// Find the ITask component in the newly loaded scene
|
|
||||||
ITask taskComponent = null;
|
|
||||||
foreach (var root in scene.GetRootGameObjects())
|
|
||||||
{
|
|
||||||
taskComponent = root.GetComponentInChildren<ITask>();
|
|
||||||
if (taskComponent != null) break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (taskComponent == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. " +
|
|
||||||
$"Either the minigame's controller script isn't attached to a GameObject in the scene, " +
|
|
||||||
$"or the script doesn't implement ITask. Auto-completing.");
|
|
||||||
yield return FinishMinigame(entry, true);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set task metadata
|
|
||||||
taskComponent.TaskID = entry.ServerTask.TaskId;
|
|
||||||
taskComponent.TaskName = entry.ServerTask.Name;
|
|
||||||
taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon);
|
|
||||||
|
|
||||||
bool done = false;
|
|
||||||
taskComponent.Initialize(t => { done = true; });
|
|
||||||
|
|
||||||
// Wait for completion or exit
|
|
||||||
yield return new WaitUntil(() => done);
|
|
||||||
|
|
||||||
yield return FinishMinigame(entry, done);
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator FinishMinigame(TaskEntry entry, bool completed)
|
|
||||||
{
|
|
||||||
if (completed)
|
|
||||||
{
|
|
||||||
entry.Completed = true;
|
|
||||||
_gameClient.CompleteTask(entry.ServerTask.TaskId);
|
|
||||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed.");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Unload minigame scene. Switch the active scene back to the
|
|
||||||
// host BEFORE the unload so we don't end up with no active
|
|
||||||
// scene mid-frame (Unity will complain and lighting flickers).
|
|
||||||
if (!string.IsNullOrEmpty(_loadedMinigameScene))
|
|
||||||
{
|
|
||||||
var hostScene = SceneManager.GetSceneByName("Client");
|
|
||||||
if (hostScene.IsValid()) SceneManager.SetActiveScene(hostScene);
|
|
||||||
|
|
||||||
var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene);
|
|
||||||
yield return unload;
|
|
||||||
_loadedMinigameScene = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Re-enable the host camera that was suspended during the minigame.
|
|
||||||
if (_hostCameraSuspended != null)
|
|
||||||
{
|
|
||||||
_hostCameraSuspended.enabled = true;
|
|
||||||
_hostCameraSuspended = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Re-show the InGame HUD canvas hidden at minigame entry.
|
|
||||||
if (_hostInGameHudHidden != null)
|
|
||||||
{
|
|
||||||
_hostInGameHudHidden.SetActive(true);
|
|
||||||
_hostInGameHudHidden = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
_minigameOpen = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 27a123dbda9eef8ba4815c0c0d30b6fb
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,934 +1,71 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
|
||||||
using Subsystems;
|
using Subsystems;
|
||||||
using GeoSus.Client;
|
using GeoSus.Client;
|
||||||
using System.Collections.Generic;
|
using System.ComponentModel;
|
||||||
using System;
|
using System.Threading;
|
||||||
using System.Linq;
|
|
||||||
using TMPro;
|
|
||||||
|
|
||||||
namespace Subsystems
|
namespace Subsystems
|
||||||
{
|
{
|
||||||
/// <summary>
|
|
||||||
/// Reads from GameManager_Network.State (the authoritative GameState) and drives
|
|
||||||
/// all in-game canvas panels. No business logic lives here.
|
|
||||||
/// </summary>
|
|
||||||
public class GameManager_UI
|
public class GameManager_UI
|
||||||
{
|
{
|
||||||
private GameClient _gameClient;
|
private GameClient _gameClient;
|
||||||
private GameState _state => GameManager.Instance?.networkSubsystem?.State;
|
private Canvas _CreateJoinLobby;
|
||||||
|
private Canvas _InLobby;
|
||||||
// ── Canvas refs (wired by BindClientScene from Client.unity) ──────────
|
private Canvas _LoadingScreen;
|
||||||
public Canvas ClientCreateJoinLobby;
|
private Canvas _GameScreen;
|
||||||
public Canvas ClientInLobby;
|
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
||||||
public Canvas ClientLoadingScreen;
|
|
||||||
public Canvas ClientGameScreen;
|
|
||||||
|
|
||||||
// ── HUD element refs (resolved once in BindClientScene) ───────────────
|
|
||||||
private TMP_Text _roleText;
|
|
||||||
private TMP_Text _taskListText;
|
|
||||||
private TMP_Text _taskProgressText;
|
|
||||||
private Button _actionButton;
|
|
||||||
private TMP_Text _actionButtonText;
|
|
||||||
private TMP_Text _killCooldownText;
|
|
||||||
private GameObject _sabotagePanel;
|
|
||||||
private TMP_Text _sabotageTimerText;
|
|
||||||
private GameObject _meetingPanel;
|
|
||||||
private TMP_Text _meetingHeader;
|
|
||||||
private TMP_Text _meetingPhaseLabel;
|
|
||||||
private TMP_Text _meetingPhaseCountdown;
|
|
||||||
private Image _meetingPhaseProgressBar;
|
|
||||||
private TMP_Text _myVoteIndicator;
|
|
||||||
private GameObject _meetingScrollGO;
|
|
||||||
private Transform _meetingScrollContent;
|
|
||||||
private TMP_Text _meetingFallbackText;
|
|
||||||
private GameObject _voteResultPanel;
|
|
||||||
private TMP_Text _voteResultText;
|
|
||||||
private Button _skipButton;
|
|
||||||
private GameObject _gameEndPanel;
|
|
||||||
private TMP_Text _gameEndText;
|
|
||||||
private RectTransform _returnToLobbyBtn;
|
|
||||||
private TMP_Text _toastText;
|
|
||||||
private GameObject _toastGO;
|
|
||||||
private GameObject _reconnectOverlay;
|
|
||||||
|
|
||||||
// ── Internal state ────────────────────────────────────────────────────
|
|
||||||
private bool _isDead;
|
|
||||||
private bool _commsBlackout;
|
|
||||||
private DateTime _sabotageMeltdownDeadline;
|
|
||||||
private bool _sabotageTimerActive;
|
|
||||||
private volatile bool _lobbyDirty;
|
|
||||||
|
|
||||||
// Meeting vote-row references rebuilt each meeting
|
|
||||||
private readonly List<GameObject> _voteRows = new List<GameObject>();
|
|
||||||
private string _pendingVoteResultDisplay; // shown after voting
|
|
||||||
private Coroutine _meetingCloseCoroutine; // tracked so phase changes can cancel it
|
|
||||||
|
|
||||||
public GameManager_UI(GameClient gameClient) { _gameClient = gameClient; }
|
|
||||||
|
|
||||||
public void NotifyLobbyChanged() => _lobbyDirty = true;
|
|
||||||
public bool IsCommsBlackout => _commsBlackout;
|
|
||||||
public bool IsPlayerDead => _isDead;
|
|
||||||
|
|
||||||
// ── Scene binding ─────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game)
|
|
||||||
{
|
{
|
||||||
ClientCreateJoinLobby = createJoin;
|
_gameClient = gameClient;
|
||||||
ClientInLobby = inLobby;
|
_CreateJoinLobby = CreateJoinLobby;
|
||||||
ClientLoadingScreen = loading;
|
_LoadingScreen = LoadingScreen;
|
||||||
ClientGameScreen = game;
|
_GameScreen = GameScreen;
|
||||||
|
_InLobby = InLobby;
|
||||||
foreach (var c in new[] { createJoin, inLobby, loading, game })
|
_CreateJoinLobby.enabled = true;
|
||||||
EnsureCanvasReady(c);
|
_InLobby.enabled = false;
|
||||||
|
_GameScreen.enabled = false;
|
||||||
if (createJoin) createJoin.gameObject.SetActive(false);
|
_LoadingScreen.enabled = false;
|
||||||
if (inLobby) inLobby.gameObject.SetActive(false);
|
|
||||||
if (loading) loading.gameObject.SetActive(false);
|
|
||||||
if (game) game.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
if (game == null) return;
|
|
||||||
var t = game.transform;
|
|
||||||
|
|
||||||
_roleText = FindTMP(t, "Role");
|
|
||||||
_taskListText = FindTMP(t, "TaskList");
|
|
||||||
_taskProgressText = FindTMP(t, "TaskProgress");
|
|
||||||
_killCooldownText = FindTMP(t, "KillCooldown");
|
|
||||||
_sabotageTimerText = FindTMP(t, "SabotageTimer");
|
|
||||||
_gameEndText = FindTMP(t, "GameEndText");
|
|
||||||
_toastText = FindTMP(t, "Toast");
|
|
||||||
_meetingHeader = FindTMP(t, "MeetingHeader");
|
|
||||||
_meetingPhaseLabel = FindTMP(t, "MeetingPhaseLabel");
|
|
||||||
_meetingPhaseCountdown = FindTMP(t, "MeetingPhaseCountdown");
|
|
||||||
_myVoteIndicator = FindTMP(t, "MyVoteIndicator");
|
|
||||||
_meetingFallbackText = FindTMP(t, "MeetingPlayerList");
|
|
||||||
_voteResultText = FindTMP(t, "VoteResult");
|
|
||||||
_meetingScrollContent = FindTransform(t, "MeetingContent");
|
|
||||||
_meetingScrollGO = FindTransformGO(t, "_MeetingScroll");
|
|
||||||
|
|
||||||
var progressBarGO = FindTransformGO(t, "MeetingPhaseProgressBar");
|
|
||||||
if (progressBarGO != null) _meetingPhaseProgressBar = progressBarGO.GetComponent<Image>();
|
|
||||||
|
|
||||||
var skipGO = FindTransformGO(t, "SkipButton");
|
|
||||||
if (skipGO != null) _skipButton = skipGO.GetComponent<Button>();
|
|
||||||
|
|
||||||
var actionGO = t.Find("ActionButton");
|
|
||||||
if (actionGO != null)
|
|
||||||
{
|
|
||||||
_actionButton = actionGO.GetComponent<Button>();
|
|
||||||
_actionButtonText = actionGO.GetComponentInChildren<TMP_Text>();
|
|
||||||
}
|
|
||||||
|
|
||||||
_sabotagePanel = t.Find("SabotagePanel")?.gameObject;
|
|
||||||
_meetingPanel = t.Find("MeetingPanel")?.gameObject;
|
|
||||||
_gameEndPanel = t.Find("GameEndPanel")?.gameObject;
|
|
||||||
_voteResultPanel = FindTransformGO(t, "VoteResultPanel");
|
|
||||||
_toastGO = FindTransformGO(t, "Toast");
|
|
||||||
_reconnectOverlay = FindTransformGO(t, "ReconnectOverlay");
|
|
||||||
|
|
||||||
var retBtn = FindTransform(t, "ReturnToLobbyButton");
|
|
||||||
if (retBtn != null) _returnToLobbyBtn = retBtn as RectTransform;
|
|
||||||
|
|
||||||
if (_meetingPanel) _meetingPanel.SetActive(false);
|
|
||||||
if (_gameEndPanel) _gameEndPanel.SetActive(false);
|
|
||||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
|
||||||
if (_toastGO) _toastGO.SetActive(false);
|
|
||||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Update (called every frame from GameManager.Update) ───────────────
|
|
||||||
|
|
||||||
public void UpdateLobbyUI()
|
public void UpdateLobbyUI()
|
||||||
{
|
{
|
||||||
var lobbyState = _gameClient.CurrentLobbyState;
|
if (_gameClient.CurrentLobbyState == null)
|
||||||
if (lobbyState == null) return;
|
|
||||||
|
|
||||||
if (_lobbyDirty)
|
|
||||||
{
|
{
|
||||||
_lobbyDirty = false;
|
_CreateJoinLobby.enabled = true;
|
||||||
LobbyDisplayUI.RefreshAll(lobbyState);
|
_InLobby.enabled = false;
|
||||||
}
|
_GameScreen.enabled = false;
|
||||||
|
_LoadingScreen.enabled = false;
|
||||||
if (ClientGameScreen == null) return;
|
|
||||||
|
|
||||||
switch (lobbyState.Phase)
|
|
||||||
{
|
|
||||||
case GamePhase.Loading:
|
|
||||||
SetCanvases(false, false, true, false);
|
|
||||||
break;
|
|
||||||
case GamePhase.Lobby:
|
|
||||||
SetCanvases(false, true, false, false);
|
|
||||||
break;
|
|
||||||
case GamePhase.Playing:
|
|
||||||
case GamePhase.Meeting:
|
|
||||||
case GamePhase.Voting:
|
|
||||||
SetCanvases(false, false, false, true);
|
|
||||||
UpdateGameHUD();
|
|
||||||
break;
|
|
||||||
case GamePhase.Ended:
|
|
||||||
SetCanvases(false, false, false, true);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
TickToast();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Game HUD tick ─────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void UpdateGameHUD()
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
if (s == null) return;
|
|
||||||
|
|
||||||
// Role
|
|
||||||
if (_roleText != null)
|
|
||||||
{
|
|
||||||
string ghostSuffix = s.IsDead ? " (GHOST)" : "";
|
|
||||||
_roleText.text = $"{s.MyRole?.ToString() ?? "?"}{ghostSuffix}";
|
|
||||||
_roleText.color = s.MyRole == PlayerRole.Impostor ? new Color(0.9f,0.2f,0.2f) : new Color(0.2f,0.8f,1f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Task list with checkmarks
|
|
||||||
if (_taskListText != null)
|
|
||||||
{
|
|
||||||
var sb = new System.Text.StringBuilder();
|
|
||||||
foreach (var task in s.MyTasks)
|
|
||||||
{
|
|
||||||
bool done = s.MyCompletedTaskIds.Contains(task.TaskId);
|
|
||||||
string mark = done ? "<color=#2DB84B>✓</color>" : "○";
|
|
||||||
sb.AppendLine($"{mark} {task.Name}");
|
|
||||||
}
|
|
||||||
_taskListText.text = sb.ToString();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Global task progress
|
|
||||||
if (_taskProgressText != null && s.TotalRequired > 0)
|
|
||||||
_taskProgressText.text = $"Tasks: {s.TotalCompleted}/{s.TotalRequired}";
|
|
||||||
|
|
||||||
// Kill cooldown
|
|
||||||
if (_killCooldownText != null)
|
|
||||||
{
|
|
||||||
bool show = s.KillCooldownRemaining > 0;
|
|
||||||
_killCooldownText.gameObject.SetActive(show);
|
|
||||||
if (show) _killCooldownText.text = $"Kill: {Mathf.CeilToInt(s.KillCooldownRemaining)}s";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Sabotage banner - meltdown countdown plus simultaneous-repair coaching
|
|
||||||
if (_sabotageTimerActive && _sabotageTimerText != null)
|
|
||||||
{
|
|
||||||
double remaining = (_sabotageMeltdownDeadline - DateTime.UtcNow).TotalSeconds;
|
|
||||||
string head = remaining > 0 ? $"⚠ MELTDOWN: {remaining:F0}s" : "⚠ MELTDOWN!";
|
|
||||||
|
|
||||||
// For multi-station sabotages, surface how many of the required
|
|
||||||
// simultaneous repair stations are currently active. This is
|
|
||||||
// what makes "you're alone, you need a partner" obvious.
|
|
||||||
int required = s.ActiveSabotage?.RequiredSimultaneousRepairs ?? 0;
|
|
||||||
if (required > 1)
|
|
||||||
{
|
|
||||||
int active = s.ActiveRepairs.Count;
|
|
||||||
head += $" <size=32>{active}/{required} stations active</size>";
|
|
||||||
}
|
|
||||||
_sabotageTimerText.text = head;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Keep meeting sub-phase strip, countdown, vote gating, tallies and
|
|
||||||
// my-vote indicator fresh each frame.
|
|
||||||
UpdateMeetingPhaseStrip();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Kill cooldown helper (called from GameManager) ────────────────────
|
|
||||||
|
|
||||||
// ── Reconnect overlay ─────────────────────────────────────────────────
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show a full-screen "Reconnecting..." overlay. Call when the socket
|
|
||||||
/// drops mid-game; the server keeps the player slot for ~60s before
|
|
||||||
/// removing them so a brief disconnect is recoverable.
|
|
||||||
/// </summary>
|
|
||||||
public void ShowReconnecting()
|
|
||||||
{
|
|
||||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Hide the reconnect overlay. Call from OnConnected once the socket
|
|
||||||
/// is healthy again.
|
|
||||||
/// </summary>
|
|
||||||
public void HideReconnecting()
|
|
||||||
{
|
|
||||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetKillCooldownText(string text)
|
|
||||||
{
|
|
||||||
if (_killCooldownText == null) return;
|
|
||||||
bool show = !string.IsNullOrEmpty(text);
|
|
||||||
_killCooldownText.gameObject.SetActive(show);
|
|
||||||
if (show) _killCooldownText.text = text;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateTaskProgress(int completed, int total)
|
|
||||||
{
|
|
||||||
if (_taskProgressText != null)
|
|
||||||
_taskProgressText.text = $"Tasks: {completed}/{total}";
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Action button ─────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void SetActionButton(string label, bool visible, UnityEngine.Events.UnityAction onClick = null)
|
|
||||||
{
|
|
||||||
if (_actionButton == null) return;
|
|
||||||
_actionButton.gameObject.SetActive(visible);
|
|
||||||
if (_actionButtonText != null) _actionButtonText.text = label;
|
|
||||||
if (onClick != null)
|
|
||||||
{
|
|
||||||
_actionButton.onClick.RemoveAllListeners();
|
|
||||||
_actionButton.onClick.AddListener(onClick);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── P13g: Impostor sabotage menu ──────────────────────────────────────
|
|
||||||
// The audit found that the production HUD never had an impostor
|
|
||||||
// sabotage trigger - GameManager.StartSabotage exists, the wire path
|
|
||||||
// is intact (StartSabotage -> server -> SabotageStarted broadcast +
|
|
||||||
// station markers), but no UI ever called it. So sabotages literally
|
|
||||||
// never fired in production. This menu fixes that gap with a runtime-
|
|
||||||
// built two-button overlay (no scene file change, no prefab needed).
|
|
||||||
|
|
||||||
private GameObject _sabotageMenuRoot;
|
|
||||||
private Button _sabotageBlackoutBtn;
|
|
||||||
private Button _sabotageMeltdownBtn;
|
|
||||||
|
|
||||||
private void EnsureSabotageMenu()
|
|
||||||
{
|
|
||||||
if (_sabotageMenuRoot != null || ClientGameScreen == null) return;
|
|
||||||
|
|
||||||
var canvasRT = ClientGameScreen.transform as RectTransform;
|
|
||||||
if (canvasRT == null) return;
|
|
||||||
|
|
||||||
// Root container - top-right corner, vertical stack.
|
|
||||||
_sabotageMenuRoot = new GameObject("ImpostorSabotageMenu", typeof(RectTransform), typeof(CanvasRenderer));
|
|
||||||
var rootRT = _sabotageMenuRoot.GetComponent<RectTransform>();
|
|
||||||
rootRT.SetParent(canvasRT, worldPositionStays: false);
|
|
||||||
rootRT.anchorMin = new Vector2(1, 1);
|
|
||||||
rootRT.anchorMax = new Vector2(1, 1);
|
|
||||||
rootRT.pivot = new Vector2(1, 1);
|
|
||||||
rootRT.anchoredPosition = new Vector2(-24, -180); // below the top-right safe-area
|
|
||||||
rootRT.sizeDelta = new Vector2(360, 240);
|
|
||||||
|
|
||||||
_sabotageBlackoutBtn = BuildSabotageOption(rootRT, "📡 BLACKOUT",
|
|
||||||
new Color(0.20f, 0.55f, 1.0f), 0, () => GameManager.Instance?.StartSabotage(0));
|
|
||||||
|
|
||||||
_sabotageMeltdownBtn = BuildSabotageOption(rootRT, "☢️ MELTDOWN",
|
|
||||||
new Color(1.0f, 0.30f, 0.30f), 1, () => GameManager.Instance?.StartSabotage(1));
|
|
||||||
|
|
||||||
_sabotageMenuRoot.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Button BuildSabotageOption(RectTransform parent, string label, Color tint, int slot, UnityEngine.Events.UnityAction onClick)
|
|
||||||
{
|
|
||||||
// Each button: 360w x 110h, stacked vertically with 10px gap.
|
|
||||||
var go = new GameObject($"SabBtn_{slot}", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
|
|
||||||
var rt = go.GetComponent<RectTransform>();
|
|
||||||
rt.SetParent(parent, worldPositionStays: false);
|
|
||||||
rt.anchorMin = new Vector2(0, 1);
|
|
||||||
rt.anchorMax = new Vector2(1, 1);
|
|
||||||
rt.pivot = new Vector2(0.5f, 1);
|
|
||||||
rt.anchoredPosition = new Vector2(0, -slot * 120);
|
|
||||||
rt.sizeDelta = new Vector2(0, 110);
|
|
||||||
|
|
||||||
var img = go.GetComponent<Image>();
|
|
||||||
img.color = new Color(tint.r * 0.4f, tint.g * 0.4f, tint.b * 0.4f, 0.92f);
|
|
||||||
|
|
||||||
// Border via outline component
|
|
||||||
var outline = go.AddComponent<Outline>();
|
|
||||||
outline.effectColor = tint;
|
|
||||||
outline.effectDistance = new Vector2(2, -2);
|
|
||||||
|
|
||||||
// Text child
|
|
||||||
var txtGO = new GameObject("Label", typeof(RectTransform));
|
|
||||||
var txtRT = txtGO.GetComponent<RectTransform>();
|
|
||||||
txtRT.SetParent(rt, worldPositionStays: false);
|
|
||||||
txtRT.anchorMin = Vector2.zero;
|
|
||||||
txtRT.anchorMax = Vector2.one;
|
|
||||||
txtRT.offsetMin = Vector2.zero;
|
|
||||||
txtRT.offsetMax = Vector2.zero;
|
|
||||||
var tmp = txtGO.AddComponent<TextMeshProUGUI>();
|
|
||||||
tmp.text = label;
|
|
||||||
tmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
tmp.fontSize = 36;
|
|
||||||
tmp.color = Color.white;
|
|
||||||
tmp.fontStyle = FontStyles.Bold;
|
|
||||||
|
|
||||||
var btn = go.GetComponent<Button>();
|
|
||||||
btn.onClick.AddListener(onClick);
|
|
||||||
return btn;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13g: show the impostor sabotage menu when the local player is
|
|
||||||
/// alive impostor in the Playing phase with no active sabotage and
|
|
||||||
/// not in a meeting. Driven from GameManager_Tasks.UpdateProximity.
|
|
||||||
/// </summary>
|
|
||||||
public void SetSabotageMenuVisible(bool visible)
|
|
||||||
{
|
|
||||||
if (visible) EnsureSabotageMenu();
|
|
||||||
if (_sabotageMenuRoot != null && _sabotageMenuRoot.activeSelf != visible)
|
|
||||||
_sabotageMenuRoot.SetActive(visible);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Player state ──────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void OnLocalPlayerDied()
|
|
||||||
{
|
|
||||||
_isDead = true;
|
|
||||||
if (_state != null) _state.IsDead = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Meeting ───────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowMeetingAlert()
|
|
||||||
{
|
|
||||||
ShowToast("⚠ Meeting called! Head to the meeting point.");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ShowMeetingPanel(List<PlayerInfo> players, MeetingStartedPayload payload)
|
|
||||||
{
|
|
||||||
if (_meetingPanel == null) return;
|
|
||||||
_meetingPanel.SetActive(true);
|
|
||||||
|
|
||||||
if (_meetingHeader != null)
|
|
||||||
_meetingHeader.text = payload.Type == MeetingType.BodyReport ? "BODY REPORTED!" : "EMERGENCY MEETING!";
|
|
||||||
|
|
||||||
// Make sure the result subpanel is hidden at start of a fresh meeting,
|
|
||||||
// and the scroll list is visible (results phase will swap them).
|
|
||||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
|
||||||
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
|
|
||||||
if (_myVoteIndicator) _myVoteIndicator.text = "";
|
|
||||||
|
|
||||||
BuildMeetingVoteRows(players);
|
|
||||||
UpdateMeetingPhaseStrip();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void BuildMeetingVoteRows(List<PlayerInfo> players)
|
|
||||||
{
|
|
||||||
// Clear old rows
|
|
||||||
foreach (var r in _voteRows) if (r) UnityEngine.Object.Destroy(r);
|
|
||||||
_voteRows.Clear();
|
|
||||||
|
|
||||||
if (_meetingScrollContent == null || players == null)
|
|
||||||
{
|
|
||||||
// Fall back to text list
|
|
||||||
if (_meetingFallbackText != null)
|
|
||||||
{
|
|
||||||
_meetingFallbackText.gameObject.SetActive(true);
|
|
||||||
var sb = new System.Text.StringBuilder();
|
|
||||||
foreach (var p in players ?? new List<PlayerInfo>())
|
|
||||||
sb.AppendLine($"{p.DisplayName} [{p.State}]");
|
|
||||||
_meetingFallbackText.text = sb.ToString();
|
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
||||||
string myId = _gameClient.ClientUuid;
|
|
||||||
bool canVote = !_isDead;
|
|
||||||
|
|
||||||
// Dynamic row height: spread the available scroll-area height
|
|
||||||
// across however many players we have. Clamps so rows never get
|
|
||||||
// tinier than legible (small phone, many players -> 80px) or
|
|
||||||
// ridiculously tall (tablet, two players -> 140px).
|
|
||||||
float rowH = ComputeVoteRowHeight(players.Count);
|
|
||||||
|
|
||||||
foreach (var player in players)
|
|
||||||
{
|
{
|
||||||
bool isMe = player.ClientUuid == myId;
|
_CreateJoinLobby.enabled = false;
|
||||||
bool isAlive = player.State == PlayerState.Alive;
|
_InLobby.enabled = false;
|
||||||
var row = BuildVoteRow(player, isMe, isAlive, canVote && isAlive && !isMe, rowH);
|
_GameScreen.enabled = false;
|
||||||
row.transform.SetParent(_meetingScrollContent, false);
|
_LoadingScreen.enabled = true;
|
||||||
_voteRows.Add(row);
|
return;
|
||||||
}
|
}
|
||||||
}
|
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Compute a per-row height that fills the scroll viewport when there
|
|
||||||
/// are few players, and shrinks (until scrolling kicks in) when there
|
|
||||||
/// are many. Inputs are CanvasScaler reference coordinates, so the
|
|
||||||
/// values are device-independent.
|
|
||||||
/// </summary>
|
|
||||||
private float ComputeVoteRowHeight(int playerCount)
|
|
||||||
{
|
|
||||||
if (playerCount <= 0) return 110f;
|
|
||||||
// The scroll area occupies y=0.18 to y=0.74 of the canvas (per
|
|
||||||
// InGameHUDBuilder.BuildMeetingPanel) and reference height is 1920.
|
|
||||||
const float referenceHeight = 1920f;
|
|
||||||
const float scrollFraction = 0.74f - 0.18f; // 0.56
|
|
||||||
float available = referenceHeight * scrollFraction;
|
|
||||||
float h = available / playerCount;
|
|
||||||
return Mathf.Clamp(h, 80f, 140f);
|
|
||||||
}
|
|
||||||
|
|
||||||
private GameObject BuildVoteRow(PlayerInfo player, bool isMe, bool isAlive, bool canVote, float rowH)
|
|
||||||
{
|
|
||||||
var go = new GameObject($"VoteRow_{player.ClientUuid}");
|
|
||||||
var rt = go.AddComponent<RectTransform>();
|
|
||||||
rt.sizeDelta = new Vector2(0, rowH);
|
|
||||||
var le = go.AddComponent<LayoutElement>();
|
|
||||||
le.minHeight = le.preferredHeight = rowH;
|
|
||||||
|
|
||||||
var bg = go.AddComponent<Image>();
|
|
||||||
bg.color = isMe ? new Color(0.12f,0.18f,0.30f) : new Color(0.10f,0.12f,0.20f);
|
|
||||||
|
|
||||||
// Dead overlay
|
|
||||||
if (!isAlive)
|
|
||||||
{
|
{
|
||||||
bg.color = new Color(0.08f,0.08f,0.10f,0.7f);
|
_InLobby.enabled = true;
|
||||||
}
|
_CreateJoinLobby.enabled = false;
|
||||||
|
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
||||||
// Name label - left 50% (was 65%, gave width back to tally + button)
|
playerList.text = "";
|
||||||
var namRT = MakeChild("Name", rt);
|
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
||||||
namRT.anchorMin = new Vector2(0,0); namRT.anchorMax = new Vector2(0.50f,1);
|
|
||||||
namRT.offsetMin = new Vector2(16,6); namRT.offsetMax = new Vector2(0,-6);
|
|
||||||
var namTmp = namRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
namTmp.text = (player.IsOwner ? "👑 " : "") + (player.DisplayName ?? "???");
|
|
||||||
namTmp.fontSize = 36;
|
|
||||||
namTmp.color = !isAlive ? Color.gray : (isMe ? Color.white : new Color(0.73f,0.8f,0.88f));
|
|
||||||
namTmp.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
|
|
||||||
namTmp.alignment = TextAlignmentOptions.MidlineLeft;
|
|
||||||
|
|
||||||
// Tally column - middle 18%, shows live vote count for this player
|
|
||||||
var tallyRT = MakeChild("Tally", rt);
|
|
||||||
tallyRT.anchorMin = new Vector2(0.50f,0); tallyRT.anchorMax = new Vector2(0.66f,1);
|
|
||||||
tallyRT.offsetMin = Vector2.zero; tallyRT.offsetMax = Vector2.zero;
|
|
||||||
var tallyTmp = tallyRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
tallyTmp.text = "";
|
|
||||||
tallyTmp.fontSize = 30;
|
|
||||||
tallyTmp.fontStyle = FontStyles.Bold;
|
|
||||||
tallyTmp.color = new Color(1f,0.72f,0.10f); // C_YELLOW-ish
|
|
||||||
tallyTmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
|
|
||||||
// Vote button - right 30% (interactability is updated each frame)
|
|
||||||
var voteBtnRT = MakeChild("VoteBtn", rt);
|
|
||||||
voteBtnRT.anchorMin = new Vector2(0.68f,0.10f); voteBtnRT.anchorMax = new Vector2(0.95f,0.90f);
|
|
||||||
var voteBg = voteBtnRT.gameObject.AddComponent<Image>();
|
|
||||||
voteBg.color = canVote ? new Color(0.2f,0.6f,1f) : new Color(0.2f,0.2f,0.2f,0.5f);
|
|
||||||
var voteBtn = voteBtnRT.gameObject.AddComponent<Button>();
|
|
||||||
voteBtn.targetGraphic = voteBg;
|
|
||||||
voteBtn.interactable = canVote;
|
|
||||||
string capturedId = player.ClientUuid;
|
|
||||||
voteBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(capturedId));
|
|
||||||
var voteTxtRT = MakeChild("Txt", voteBtnRT);
|
|
||||||
Stretch(voteTxtRT);
|
|
||||||
var voteTmp = voteTxtRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
voteTmp.text = isAlive ? "VOTE" : "DEAD";
|
|
||||||
voteTmp.fontSize = 28;
|
|
||||||
voteTmp.fontStyle = FontStyles.Bold;
|
|
||||||
voteTmp.color = Color.white;
|
|
||||||
voteTmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
|
|
||||||
// Voted-by-this-player checkmark (shown when the row's player has cast a vote)
|
|
||||||
var votedRT = MakeChild("VotedTick", rt);
|
|
||||||
votedRT.anchorMin = new Vector2(0.95f,0.20f); votedRT.anchorMax = new Vector2(1f,0.80f);
|
|
||||||
var vtTmp = votedRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
vtTmp.text = "✓"; vtTmp.fontSize = 34;
|
|
||||||
vtTmp.color = new Color(0.18f,0.75f,0.30f); vtTmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
votedRT.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Per-frame meeting UI update. Computes the meeting sub-phase from the
|
|
||||||
/// timestamps in MeetingStartedPayload (server doesn't broadcast a
|
|
||||||
/// discrete discussion-end event) and uses it to drive the countdown
|
|
||||||
/// label, progress bar, vote-button interactivity, live tallies, and
|
|
||||||
/// "Your vote: X" indicator.
|
|
||||||
/// </summary>
|
|
||||||
private void UpdateMeetingPhaseStrip()
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
if (s == null) return;
|
|
||||||
// Only run if we're actually in a meeting; phase Playing skips the work.
|
|
||||||
if (s.Phase != GamePhase.Meeting && s.LastVoteResult == null) return;
|
|
||||||
|
|
||||||
var sub = s.GetMeetingSubPhase();
|
|
||||||
|
|
||||||
// ── Sub-phase label + countdown text + progress bar ───────────────
|
|
||||||
string label;
|
|
||||||
switch (sub)
|
|
||||||
{
|
|
||||||
case MeetingSubPhase.Arrival: label = "ARRIVAL"; break;
|
|
||||||
case MeetingSubPhase.Discussion: label = "DISCUSSION"; break;
|
|
||||||
case MeetingSubPhase.Voting: label = "VOTING"; break;
|
|
||||||
case MeetingSubPhase.Resolved: label = "RESULTS"; break;
|
|
||||||
default: label = ""; break;
|
|
||||||
}
|
|
||||||
if (_meetingPhaseLabel != null) _meetingPhaseLabel.text = label;
|
|
||||||
|
|
||||||
if (s.ActiveMeeting != null && sub != MeetingSubPhase.Resolved)
|
|
||||||
{
|
|
||||||
var deadline = s.GetMeetingSubPhaseDeadline(sub);
|
|
||||||
var remaining = (deadline - DateTime.UtcNow).TotalSeconds;
|
|
||||||
if (remaining < 0) remaining = 0;
|
|
||||||
|
|
||||||
if (_meetingPhaseCountdown != null)
|
|
||||||
{
|
{
|
||||||
int mins = (int)(remaining / 60);
|
playerList.text += player.DisplayName + "\n";
|
||||||
int secs = (int)(remaining % 60);
|
|
||||||
string verb = sub == MeetingSubPhase.Voting ? "Voting ends in"
|
|
||||||
: sub == MeetingSubPhase.Discussion ? "Voting begins in"
|
|
||||||
: "Arrival ends in";
|
|
||||||
_meetingPhaseCountdown.text = $"{verb} {mins}:{secs:D2}";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Progress bar drains over the current sub-phase. The server
|
|
||||||
// doesn't tell us when the meeting started, so we can only
|
|
||||||
// compute a meaningful fill for Discussion (start = arrival
|
|
||||||
// deadline) and Voting (start = discussion end / arrival
|
|
||||||
// deadline). Arrival's start time is unknown here; show full.
|
|
||||||
if (_meetingPhaseProgressBar != null)
|
|
||||||
{
|
|
||||||
if (sub == MeetingSubPhase.Arrival)
|
|
||||||
{
|
|
||||||
_meetingPhaseProgressBar.fillAmount = 1f;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
DateTime start = sub == MeetingSubPhase.Discussion
|
|
||||||
? s.ActiveMeeting.ArrivalDeadline
|
|
||||||
: (s.ActiveMeeting.DiscussionEndTime ?? s.ActiveMeeting.ArrivalDeadline);
|
|
||||||
var total = (deadline - start).TotalSeconds;
|
|
||||||
var elapsed = (DateTime.UtcNow - start).TotalSeconds;
|
|
||||||
float fill = total > 0.001
|
|
||||||
? Mathf.Clamp01(1f - (float)(elapsed / total))
|
|
||||||
: 0f;
|
|
||||||
_meetingPhaseProgressBar.fillAmount = fill;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
else
|
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||||
{
|
{
|
||||||
if (_meetingPhaseCountdown != null) _meetingPhaseCountdown.text = "";
|
_CreateJoinLobby.enabled = false;
|
||||||
if (_meetingPhaseProgressBar != null) _meetingPhaseProgressBar.fillAmount = 0f;
|
_InLobby.enabled = false;
|
||||||
|
_GameScreen.enabled = true;
|
||||||
|
_LoadingScreen.enabled = false;
|
||||||
|
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Vote button gating + per-row tally / voted-indicator ──────────
|
|
||||||
bool votingOpen = sub == MeetingSubPhase.Voting && !_isDead;
|
|
||||||
bool iAmArrived = s.ActiveMeeting == null
|
|
||||||
|| s.ArrivedPlayerIds.Contains(_gameClient.ClientUuid);
|
|
||||||
|
|
||||||
// Skip button mirrors the same gate
|
|
||||||
if (_skipButton != null) _skipButton.interactable = votingOpen && iAmArrived;
|
|
||||||
|
|
||||||
foreach (var row in _voteRows)
|
|
||||||
{
|
|
||||||
if (row == null) continue;
|
|
||||||
string rowUuid = row.name.Replace("VoteRow_", "");
|
|
||||||
|
|
||||||
// Voted-tick: this row's player has cast a vote
|
|
||||||
var tick = row.transform.Find("VotedTick")?.gameObject;
|
|
||||||
if (tick != null) tick.SetActive(s.VotedPlayerIds.Contains(rowUuid));
|
|
||||||
|
|
||||||
// Tally text: how many votes is this row's player receiving?
|
|
||||||
var tally = row.transform.Find("Tally")?.GetComponent<TMP_Text>();
|
|
||||||
if (tally != null)
|
|
||||||
{
|
|
||||||
s.VoteTallies.TryGetValue(rowUuid, out var count);
|
|
||||||
tally.text = count > 0 ? count.ToString() : "";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Vote button: gate by sub-phase + arrival + alive + not-self
|
|
||||||
var btnGO = row.transform.Find("VoteBtn")?.gameObject;
|
|
||||||
if (btnGO != null)
|
|
||||||
{
|
|
||||||
var btn = btnGO.GetComponent<Button>();
|
|
||||||
var btnImg = btnGO.GetComponent<Image>();
|
|
||||||
var rowPlayer = s.Players?.FirstOrDefault(p => p.ClientUuid == rowUuid);
|
|
||||||
bool isMe = rowUuid == _gameClient.ClientUuid;
|
|
||||||
bool rowAlive = rowPlayer?.State == PlayerState.Alive;
|
|
||||||
|
|
||||||
bool canPress = votingOpen && iAmArrived && rowAlive && !isMe;
|
|
||||||
if (btn != null) btn.interactable = canPress;
|
|
||||||
if (btnImg != null)
|
|
||||||
btnImg.color = canPress ? new Color(0.2f,0.6f,1f)
|
|
||||||
: new Color(0.2f,0.2f,0.2f,0.5f);
|
|
||||||
|
|
||||||
// Mark the row's button if it's the local player's chosen vote
|
|
||||||
if (s.MyVoteTarget != null && s.MyVoteTarget == rowUuid && btnImg != null)
|
|
||||||
btnImg.color = new Color(0.2f,0.75f,0.30f); // green = your vote
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── My vote indicator strip ───────────────────────────────────────
|
|
||||||
if (_myVoteIndicator != null)
|
|
||||||
{
|
|
||||||
if (s.LastVoteResult != null) _myVoteIndicator.text = "";
|
|
||||||
else if (!iAmArrived) _myVoteIndicator.text = "Travel to the meeting point to vote";
|
|
||||||
else if (sub == MeetingSubPhase.Discussion) _myVoteIndicator.text = "Discussion - voting opens shortly";
|
|
||||||
else if (sub == MeetingSubPhase.Arrival) _myVoteIndicator.text = "Waiting for players to arrive";
|
|
||||||
else if (s.MyVoteTarget == null) _myVoteIndicator.text = "Cast your vote";
|
|
||||||
else if (s.MyVoteTarget == GameState.VoteSkip) _myVoteIndicator.text = "You voted: SKIP";
|
|
||||||
else
|
|
||||||
{
|
|
||||||
var target = s.Players?.FirstOrDefault(p => p.ClientUuid == s.MyVoteTarget);
|
|
||||||
_myVoteIndicator.text = $"You voted for: {target?.DisplayName ?? s.MyVoteTarget}";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AppendVoteInstruction()
|
|
||||||
{
|
|
||||||
// no-op - vote instructions are embedded in the row buttons
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ShowVoteResult(VotingClosedPayload payload, List<PlayerInfo> players)
|
|
||||||
{
|
|
||||||
// Swap scroll list out, result subpanel in. They occupy the same
|
|
||||||
// anchor region (0.18-0.74) so the result text replaces the vote
|
|
||||||
// rows rather than overlapping them.
|
|
||||||
if (_meetingScrollGO != null) _meetingScrollGO.SetActive(false);
|
|
||||||
if (_voteResultPanel != null) _voteResultPanel.SetActive(true);
|
|
||||||
// Skip + my-vote strips are no longer relevant once voting ended.
|
|
||||||
if (_skipButton != null) _skipButton.gameObject.SetActive(false);
|
|
||||||
if (_myVoteIndicator != null) _myVoteIndicator.text = "";
|
|
||||||
|
|
||||||
if (_voteResultText != null)
|
|
||||||
{
|
|
||||||
// Build a compact tally summary alongside the headline.
|
|
||||||
var sb = new System.Text.StringBuilder();
|
|
||||||
if (payload.WasTie)
|
|
||||||
sb.AppendLine("⚖ TIE — nobody ejected.");
|
|
||||||
else if (string.IsNullOrEmpty(payload.EjectedPlayerId))
|
|
||||||
sb.AppendLine("Nobody ejected (skip).");
|
|
||||||
else
|
|
||||||
{
|
|
||||||
var ej = players?.Find(p => p.ClientUuid == payload.EjectedPlayerId);
|
|
||||||
sb.AppendLine($"🚪 {ej?.DisplayName ?? payload.EjectedPlayerId} ejected!");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (payload.VoteCounts != null && payload.VoteCounts.Count > 0)
|
|
||||||
{
|
|
||||||
sb.AppendLine();
|
|
||||||
foreach (var kv in payload.VoteCounts.OrderByDescending(p => p.Value))
|
|
||||||
{
|
|
||||||
if (kv.Value <= 0) continue;
|
|
||||||
string name = kv.Key == GameState.VoteSkip
|
|
||||||
? "(skip)"
|
|
||||||
: (players?.Find(p => p.ClientUuid == kv.Key)?.DisplayName ?? kv.Key);
|
|
||||||
sb.AppendLine($"<size=24>{name}: {kv.Value}</size>");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
_voteResultText.text = sb.ToString();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Auto-close meeting panel after 5 s. Track the handle so we can
|
|
||||||
// cancel it if the game ends or returns to lobby before it fires
|
|
||||||
// (otherwise the coroutine fires mid-GameEndPanel and hides nothing
|
|
||||||
// useful while the meeting overlay sits visibly stacked on top).
|
|
||||||
CancelMeetingAutoClose();
|
|
||||||
var gm = GameManager.Instance;
|
|
||||||
if (gm != null) _meetingCloseCoroutine = gm.StartCoroutine(CloseMeetingAfterDelay(5f));
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Hide the meeting/vote panels immediately and cancel any pending
|
|
||||||
/// auto-close coroutine. Resets internal toggles (skip/result/scroll
|
|
||||||
/// visibility) so the next meeting starts from a clean state. Safe to
|
|
||||||
/// call from any phase transition.
|
|
||||||
/// </summary>
|
|
||||||
public void HideMeetingPanel()
|
|
||||||
{
|
|
||||||
CancelMeetingAutoClose();
|
|
||||||
if (_meetingPanel) _meetingPanel.SetActive(false);
|
|
||||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
|
||||||
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
|
|
||||||
if (_skipButton) _skipButton.gameObject.SetActive(true);
|
|
||||||
if (_myVoteIndicator) _myVoteIndicator.text = "";
|
|
||||||
if (_meetingPhaseLabel) _meetingPhaseLabel.text = "";
|
|
||||||
if (_meetingPhaseCountdown) _meetingPhaseCountdown.text = "";
|
|
||||||
if (_meetingPhaseProgressBar) _meetingPhaseProgressBar.fillAmount = 0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CancelMeetingAutoClose()
|
|
||||||
{
|
|
||||||
if (_meetingCloseCoroutine != null)
|
|
||||||
{
|
|
||||||
var gm = GameManager.Instance;
|
|
||||||
if (gm != null) gm.StopCoroutine(_meetingCloseCoroutine);
|
|
||||||
_meetingCloseCoroutine = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private System.Collections.IEnumerator CloseMeetingAfterDelay(float delay)
|
|
||||||
{
|
|
||||||
yield return new UnityEngine.WaitForSeconds(delay);
|
|
||||||
// Use HideMeetingPanel so we restore the scroll/skip/indicator
|
|
||||||
// state for the next meeting, not just hide the root panel.
|
|
||||||
HideMeetingPanel();
|
|
||||||
_meetingCloseCoroutine = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Sabotage ──────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowSabotageTimer(DateTime deadline)
|
|
||||||
{
|
|
||||||
_sabotageMeltdownDeadline = deadline;
|
|
||||||
_sabotageTimerActive = true;
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(true);
|
|
||||||
if (_sabotageTimerText) _sabotageTimerText.gameObject.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void HideSabotageTimer()
|
|
||||||
{
|
|
||||||
_sabotageTimerActive = false;
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(false);
|
|
||||||
SetCommsBlackout(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set the comms-blackout flag and (when active) raise the sabotage
|
|
||||||
/// banner with a clear "comms down" message. The flag is read by
|
|
||||||
/// GameManager_Tasks.UpdateProximity to suppress the REPORT/EMERGENCY
|
|
||||||
/// action button while comms are jammed - this gives the player the
|
|
||||||
/// visible reason why those buttons disappeared.
|
|
||||||
/// </summary>
|
|
||||||
public void SetCommsBlackout(bool active)
|
|
||||||
{
|
|
||||||
_commsBlackout = active;
|
|
||||||
if (active)
|
|
||||||
{
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(true);
|
|
||||||
if (_sabotageTimerText)
|
|
||||||
{
|
|
||||||
_sabotageTimerText.gameObject.SetActive(true);
|
|
||||||
_sabotageTimerText.text = "📡 COMMS DOWN — reports & meetings disabled";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (!_sabotageTimerActive)
|
|
||||||
{
|
|
||||||
// Only tear the banner down if no meltdown timer is using it.
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Game end ──────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowGameEndPanel(GameEndedPayload payload, string myUuid)
|
|
||||||
{
|
|
||||||
if (_gameEndPanel) _gameEndPanel.SetActive(true);
|
|
||||||
if (_gameEndText != null)
|
|
||||||
{
|
|
||||||
bool won = payload.Winners?.Contains(myUuid) ?? false;
|
|
||||||
string title = won ? "<color=#FFB800>🏆 VICTORY</color>" : "<color=#C43232>💔 DEFEAT</color>";
|
|
||||||
string faction = payload.WinningFaction == "Impostor" ? "Impostors win!" : "Crew wins!";
|
|
||||||
|
|
||||||
// Non-owners can't actually return to lobby themselves; tell
|
|
||||||
// them who they're waiting on so the panel doesn't read as
|
|
||||||
// "tap leave or stare at the wall." If we can't find an
|
|
||||||
// owner record, fall back to a generic message.
|
|
||||||
string waitMessage = "";
|
|
||||||
if (!_gameClient.IsOwner)
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
var host = s?.Players?.Find(p => p.IsOwner);
|
|
||||||
string hostName = host?.DisplayName ?? "the host";
|
|
||||||
waitMessage = $"\n\n<size=32>Waiting for {hostName} to return to lobby...</size>";
|
|
||||||
}
|
|
||||||
_gameEndText.text = $"{title}\n{faction}\n<size=38>{payload.Reason}</size>{waitMessage}";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Show "Return to Lobby" only for the host
|
|
||||||
if (_returnToLobbyBtn != null)
|
|
||||||
_returnToLobbyBtn.gameObject.SetActive(_gameClient.IsOwner);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Toast ─────────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowToast(string message)
|
|
||||||
{
|
|
||||||
if (_state != null) { _state.ToastMessage = message; _state.ToastExpiry = UnityEngine.Time.time + 4f; }
|
|
||||||
if (_toastGO == null) return;
|
|
||||||
_toastGO.SetActive(true);
|
|
||||||
if (_toastText != null) _toastText.text = message;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TickToast()
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
if (_toastGO == null) return;
|
|
||||||
|
|
||||||
if (s != null && !string.IsNullOrEmpty(s.ToastMessage) && UnityEngine.Time.time < s.ToastExpiry)
|
|
||||||
{
|
|
||||||
_toastGO.SetActive(true);
|
|
||||||
if (_toastText != null) _toastText.text = s.ToastMessage;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_toastGO.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Canvas switching ──────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void SetCanvases(bool createJoin, bool inLobby, bool loading, bool game)
|
|
||||||
{
|
|
||||||
EnsureCanvasReady(ClientCreateJoinLobby);
|
|
||||||
EnsureCanvasReady(ClientInLobby);
|
|
||||||
EnsureCanvasReady(ClientLoadingScreen);
|
|
||||||
EnsureCanvasReady(ClientGameScreen);
|
|
||||||
|
|
||||||
if (ClientCreateJoinLobby) ClientCreateJoinLobby.gameObject.SetActive(createJoin);
|
|
||||||
if (ClientInLobby) ClientInLobby.gameObject.SetActive(inLobby);
|
|
||||||
if (ClientLoadingScreen) ClientLoadingScreen.gameObject.SetActive(loading);
|
|
||||||
if (ClientGameScreen) ClientGameScreen.gameObject.SetActive(game);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Utilities ─────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private static void EnsureCanvasReady(Canvas canvas)
|
|
||||||
{
|
|
||||||
if (canvas == null) return;
|
|
||||||
if (!canvas.enabled) canvas.enabled = true;
|
|
||||||
var t = canvas.transform;
|
|
||||||
if (t != null)
|
|
||||||
{
|
|
||||||
var s = t.localScale;
|
|
||||||
if (Mathf.Abs(s.x) < 0.001f || Mathf.Abs(s.y) < 0.001f || Mathf.Abs(s.z) < 0.001f)
|
|
||||||
t.localScale = Vector3.one;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static TMP_Text FindTMP(Transform root, string name)
|
|
||||||
{
|
|
||||||
if (root == null) return null;
|
|
||||||
foreach (var tmp in root.GetComponentsInChildren<TMP_Text>(true))
|
|
||||||
if (tmp != null && tmp.name == name) return tmp;
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Transform FindTransform(Transform root, string name)
|
|
||||||
{
|
|
||||||
if (root == null) return null;
|
|
||||||
foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
|
|
||||||
if (t.name == name) return t;
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static GameObject FindTransformGO(Transform root, string name)
|
|
||||||
=> FindTransform(root, name)?.gameObject;
|
|
||||||
|
|
||||||
private static RectTransform MakeChild(string name, RectTransform parent)
|
|
||||||
{
|
|
||||||
var go = new GameObject(name);
|
|
||||||
var rt = go.AddComponent<RectTransform>();
|
|
||||||
rt.SetParent(parent, false);
|
|
||||||
rt.localScale = Vector3.one;
|
|
||||||
return rt;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void Stretch(RectTransform rt)
|
|
||||||
{
|
|
||||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
|
|
||||||
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,18 +4,50 @@ using UnityEngine;
|
|||||||
|
|
||||||
public enum TaskType
|
public enum TaskType
|
||||||
{
|
{
|
||||||
Task
|
Task //TODO: Typy úkolù
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public interface ITask
|
public interface ITask
|
||||||
{
|
{
|
||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
public string TaskID { get; } // Unikátní ID úkolu pro server
|
||||||
public TaskType TaskType { get; set; } // Typ úkolu
|
public TaskType TaskType { get; } // Typ úkolu
|
||||||
public string TaskName { get; set; } // Viditelný název úkolu
|
public string TaskName { get; } // Viditelný název úkolu
|
||||||
public (double, double) TaskLocation { get; set; } // Poloha na mapě
|
public (double, double) TaskLocation { get; } // Polohy na mapì
|
||||||
public bool IsCompleted { get; } // Stav dokončení úkolu
|
public bool IsCompleted { get; } // Stav dokonèení úkolu
|
||||||
|
|
||||||
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||||
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
||||||
void Complete(); // Označit úkol jako dokončený
|
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
||||||
}
|
|
||||||
|
}
|
||||||
|
/* Ukázoková implementace ITask
|
||||||
|
public class Wires : ITask{
|
||||||
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
|
public TaskType TaskType { get; set; } // Typ úkolu
|
||||||
|
public string TaskName { get; set; } // Viditelný název úkolu
|
||||||
|
public (double, double) TaskLocation { get; set; } // Poloha na mapì
|
||||||
|
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
|
||||||
|
private Action<ITask> _onCompleted;
|
||||||
|
|
||||||
|
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
|
||||||
|
{
|
||||||
|
IsCompleted = false;
|
||||||
|
_onCompleted = onCompleted;
|
||||||
|
}
|
||||||
|
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
||||||
|
{
|
||||||
|
onExit?.Invoke(this);
|
||||||
|
}
|
||||||
|
public void Complete() // Dokonèení tasku a zavøení
|
||||||
|
{
|
||||||
|
IsCompleted = true;
|
||||||
|
_onCompleted?.Invoke(this);
|
||||||
|
ExitTask(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
*/
|
||||||