Merge pull request #31 from Microsoft/feature/azurestorage

Updated to Unity 2018.2.20f1 & .NET Standard 2.0
This commit is contained in:
Nick Landry 2019-01-22 12:16:03 -05:00 коммит произвёл GitHub
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Коммит f54dffd843
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## [Boundary]()
Scripts that leverage boundary APIs in Unity.
These are useful for rendering the floor for immersive devices.
You can also check if a particular game object is within the established boundary or not.
### [Prefabs](Prefabs)
Prefabs related to the boundary features.
#### FloorQuad.prefab
A simple quad scaled up to 10x that will be rendered as the floor for an immersive device.
### [Scripts](Scripts)
#### BoundaryManager.cs
Places a floor quad to ground the scene.
Allows you to check if your GameObject is within setup boundary on the immersive headset.
Boundary can be configured via the Mixed Reality Portal.
### [Tests](Tests)
To use the scene:
1. Navigate to the Tests folder.
2. Double click on the test scene you wish to explore.
3. Either click "Play" in the unity editor or File -> Build Settings.
4. Add Open Scenes, Platform -> Windows Store, SDK -> Universal 10, Build Type -> D3D, Check 'Unity C# Projects'.
5. Click 'Build' and create an App folder. When compile is done, open the solution and deploy to device.
#### BoundaryTest.unity
Shows how to check if an object is within boundary and render a floor quad.
We render the floor quad at (0,0,-3) in editor.
There are 4 different cubes in the test scene which try to demonstrate if an object is within or outside the setup boundary.
####
---
##### [Go back up to the table of contents.](../../../README.md)
---

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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using UnityEngine;
#if UNITY_WSA && UNITY_2017_2_OR_NEWER
using System.Collections.Generic;
using UnityEngine.XR;
using UnityEngine.XR.WSA;
#endif
namespace HoloToolkit.Unity.Boundary
{
/// <summary>
/// Places a floor quad to ground the scene.
/// Allows you to check if your GameObject is within setup boundary on the immersive headset.
/// </summary>
public class BoundaryManager : Singleton<BoundaryManager>
{
[Tooltip("Quad prefab to display as the floor.")]
public GameObject FloorQuad;
private GameObject floorQuadInstance;
#if UNITY_WSA && UNITY_2017_2_OR_NEWER
[SerializeField]
[Tooltip("Approximate max Y height of your space.")]
private float boundaryHeight = 10f;
private Bounds boundaryBounds;
[SerializeField]
// Defaulting coordinate system to RoomScale in immersive headsets.
// This puts the origin (0, 0, 0) on the floor if a floor has been established during setup via MixedRealityPortal.
private TrackingSpaceType opaqueTrackingSpaceType = TrackingSpaceType.RoomScale;
// Removed for now, until the HoloLens tracking space type story is more clear.
//[SerializeField]
// Defaulting coordinate system to Stationary for transparent headsets, like HoloLens.
// This puts the origin (0, 0, 0) at the first place where the user started the application.
//private TrackingSpaceType transparentTrackingSpaceType = TrackingSpaceType.Stationary;
#endif
// Testing in the editor found that this moved the floor out of the way enough, and it is only
// used in the case where a headset isn't attached. Otherwise, the floor is positioned like normal.
private readonly Vector3 floorPositionInEditor = new Vector3(0f, -3f, 0f);
[SerializeField]
private bool renderFloor = true;
public bool RenderFloor
{
get { return renderFloor; }
set
{
if (renderFloor != value)
{
renderFloor = value;
SetFloorRendering();
}
}
}
[SerializeField]
private bool renderBoundary = true;
public bool RenderBoundary
{
get { return renderBoundary; }
set
{
if (renderBoundary != value)
{
renderBoundary = value;
SetBoundaryRendering();
}
}
}
protected override void Awake()
{
base.Awake();
#if UNITY_WSA && UNITY_2017_2_OR_NEWER
if (HolographicSettings.IsDisplayOpaque)
{
XRDevice.SetTrackingSpaceType(opaqueTrackingSpaceType);
}
else
{
// Removed for now, until the HoloLens tracking space type story is more clear.
//XRDevice.SetTrackingSpaceType(transparentTrackingSpaceType);
Destroy(this);
return;
}
// Render the floor based on if you are in editor or immersive device.
RenderFloorQuad();
// Render boundary if configured.
SetBoundaryRendering();
// Create a volume out of the specified user boundary.
CalculateBoundaryVolume();
#endif
}
private void SetFloorRendering()
{
if (floorQuadInstance != null)
{
floorQuadInstance.SetActive(renderFloor);
}
}
private void SetBoundaryRendering()
{
#if UNITY_2017_2_OR_NEWER
// TODO: BUG: Unity: configured bool always returns false in 2017.2.0p2-MRTP5.
if (UnityEngine.Experimental.XR.Boundary.configured)
{
UnityEngine.Experimental.XR.Boundary.visible = renderBoundary;
}
#endif
}
#if UNITY_WSA && UNITY_2017_2_OR_NEWER
private void RenderFloorQuad()
{
if (FloorQuad != null && XRDevice.GetTrackingSpaceType() == TrackingSpaceType.RoomScale)
{
floorQuadInstance = Instantiate(FloorQuad);
if (!XRDevice.isPresent)
{
// So the floor quad does not occlude in editor testing, draw it lower.
floorQuadInstance.transform.position = floorPositionInEditor;
}
else
{
floorQuadInstance.transform.position = Vector3.zero;
}
SetFloorRendering();
}
}
/// <summary>
/// Pass in the game object's position to check if it's within
/// the specified boundary space.
/// </summary>
/// <param name="gameObjectPosition"></param>
/// <returns></returns>
public bool ContainsObject(Vector3 gameObjectPosition)
{
// Check if the supplied game object's position is within the bounds volume.
return boundaryBounds.Contains(gameObjectPosition);
}
/// <summary>
/// Uses the TryGetGeometry call and Unity Bounds to create a volume out of the setup boundary.
/// </summary>
public void CalculateBoundaryVolume()
{
// TODO: BUG: Unity: Should return true if a floor and boundary has been established by user.
// But this always returns false with in 2017.2.0p2-MRTP5.
//if (!UnityEngine.Experimental.XR.Boundary.configured)
//{
// Debug.Log("Boundary not configured.");
// return;
//}
if (XRDevice.GetTrackingSpaceType() != TrackingSpaceType.RoomScale)
{
Debug.Log("No boundary for non-room scale experiences.");
return;
}
boundaryBounds = new Bounds();
// Get all the bounds setup by the user.
var boundaryGeometry = new List<Vector3>(0);
// TODO: BUG: Unity: Should return true if a floor and boundary has been established by user.
// But this always returns false with in 2017.2.0p2-MRTP5.
if (UnityEngine.Experimental.XR.Boundary.TryGetGeometry(boundaryGeometry))
{
if (boundaryGeometry.Count > 0)
{
// Create a UnityEngine.Bounds volume with those values.
foreach (Vector3 boundaryGeo in boundaryGeometry)
{
boundaryBounds.Encapsulate(boundaryGeo);
}
}
}
// Ensuring that we set height of the bounds volume to be say 10 feet tall.
boundaryBounds.Encapsulate(new Vector3(0, boundaryHeight, 0));
}
#endif
}
}

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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using UnityEngine;
#if UNITY_2017_2_OR_NEWER
using System.Collections;
using UnityEngine.XR;
#else
using UnityEngine.VR;
#endif
namespace HoloToolkit.Unity.Boundary
{
/// <summary>
/// Use this script on GameObjects you wish to be aligned in certain ways depending on the application space type.
/// For example, if you want to place an object at the height of the user's head in a room scale application, check alignWithHeadHeight.
/// In a stationary scale application, this is equivalent to placing the object at a height of 0.
/// You can also specify specific locations to place the object based on space type.
///
/// This script runs once, on GameObject creation.
///
/// See https://developer.microsoft.com/en-us/windows/mixed-reality/coordinate_systems_in_unity for more information.
/// <see cref="BoundaryManager"/> for TrackingSpaceType settings.
/// </summary>
public class SceneContentAdjuster : MonoBehaviour
{
private enum AlignmentType
{
AlignWithHeadHeight,
UsePresetPositions,
UsePresetXAndZWithHeadHeight
}
private int frameWaitHack = 0;
[SerializeField]
[Tooltip("Optional container object reference. If null, this script will move the object it's attached to.")]
private Transform containerObject;
[SerializeField]
[Tooltip("Select this if the container should be placed in front of the head on app launch in a room scale app.")]
private AlignmentType alignmentType = AlignmentType.AlignWithHeadHeight;
[SerializeField]
[Tooltip("Use this to set the desired position of the container in a stationary app. This will be ignored if AlignWithHeadHeight is set.")]
private Vector3 stationarySpaceTypePosition = Vector3.zero;
[SerializeField]
[Tooltip("Use this to set the desired position of the container in a room scale app. This will be ignored if AlignWithHeadHeight is set.")]
private Vector3 roomScaleSpaceTypePosition = Vector3.zero;
private Vector3 contentPosition = Vector3.zero;
private void Awake()
{
if (containerObject == null)
{
containerObject = transform;
}
#if UNITY_2017_2_OR_NEWER
// If no XR device is present, the editor will default to (0, 0, 0) and no adjustment is needed.
// This script runs on both opaque and transparent display devices, since the floor offset is based on
// TrackingSpaceType and not display type.
if (XRDevice.isPresent)
{
StartCoroutine(SetContentHeight());
return;
}
#endif
Destroy(this);
}
#if UNITY_2017_2_OR_NEWER
private IEnumerator SetContentHeight()
{
if (frameWaitHack < 1)
{
// Not waiting a frame often caused the camera's position to be incorrect at this point. This seems like a Unity bug.
frameWaitHack++;
yield return null;
}
if (alignmentType == AlignmentType.UsePresetPositions || alignmentType == AlignmentType.UsePresetXAndZWithHeadHeight)
{
if (XRDevice.GetTrackingSpaceType() == TrackingSpaceType.RoomScale)
{
containerObject.position = roomScaleSpaceTypePosition;
}
else if (XRDevice.GetTrackingSpaceType() == TrackingSpaceType.Stationary)
{
containerObject.position = stationarySpaceTypePosition;
}
}
if (alignmentType == AlignmentType.AlignWithHeadHeight || alignmentType == AlignmentType.UsePresetXAndZWithHeadHeight)
{
contentPosition.x = containerObject.position.x;
contentPosition.y = containerObject.position.y + CameraCache.Main.transform.position.y;
contentPosition.z = containerObject.position.z;
containerObject.position = contentPosition;
}
}
#endif
}
}

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//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
//
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Net;
using System.Text;
using System.Threading;
using UnityEngine;
using Debug = UnityEngine.Debug;
namespace HoloToolkit.Unity
{
/// <summary>
/// Function used to communicate with the device through the REST API
/// </summary>
public class BuildDeployPortal
{
// Consts
public const float TimeOut = 6.0f;
public const int TimeoutMS = (int)(TimeOut * 1000.0f);
public const float MaxWaitTime = 20.0f;
public static readonly string API_ProcessQuery = @"http://{0}/api/resourcemanager/processes";
public static readonly string API_PackagesQuery = @"http://{0}/api/appx/packagemanager/packages";
public static readonly string API_InstallQuery = @"http://{0}/api/app/packagemanager/package";
public static readonly string API_InstallStatusQuery = @"http://{0}/api/app/packagemanager/state";
public static readonly string API_AppQuery = @"http://{0}/api/taskmanager/app";
public static readonly string API_FileQuery = @"http://{0}/api/filesystem/apps/file";
// Enums
public enum AppInstallStatus
{
Invalid,
Installing,
InstallSuccess,
InstallFail
}
// Classes & Structs
public struct ConnectInfo
{
public ConnectInfo(string ip, string user, string password)
{
IP = ip;
User = user;
Password = password;
}
public string IP;
public string User;
public string Password;
}
[Serializable]
public class AppDetails
{
public string Name;
public string PackageFamilyName;
public string PackageFullName;
public int PackageOrigin;
public string PackageRelativeId;
public string Publisher;
}
[Serializable]
public class AppList
{
public AppDetails[] InstalledPackages;
}
[Serializable]
public class ProcessDesc
{
public float CPUUsage;
public string ImageName;
public float PageFileUsage;
public int PrivateWorkingSet;
public int ProcessId;
public int SessionId;
public string UserName;
public int VirtualSize;
public int WorkingSetSize;
}
[Serializable]
public class ProcessList
{
public ProcessDesc[] Processes;
}
[Serializable]
public class InstallStatus
{
public int Code;
public string CodeText;
public string Reason;
public bool Success;
}
[Serializable]
public class Response
{
public string Reason;
}
private class TimeoutWebClient : WebClient
{
protected override WebRequest GetWebRequest(Uri uri)
{
WebRequest lWebRequest = base.GetWebRequest(uri);
if (lWebRequest == null) { return null; }
lWebRequest.Timeout = TimeoutMS;
((HttpWebRequest)lWebRequest).ReadWriteTimeout = TimeoutMS;
return lWebRequest;
}
}
// Functions
public static bool IsAppInstalled(string packageFamilyName, ConnectInfo connectInfo)
{
// Look at the device for a matching app name (if not there, then not installed)
return (QueryAppDetails(packageFamilyName, connectInfo) != null);
}
public static bool IsAppRunning(string appName, ConnectInfo connectInfo)
{
using (var client = new TimeoutWebClient())
{
client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
string query = string.Format(API_ProcessQuery, connectInfo.IP);
string downloadString = client.DownloadString(query);
var processList = JsonUtility.FromJson<ProcessList>(downloadString);
for (int i = 0; i < processList.Processes.Length; ++i)
{
string processName = processList.Processes[i].ImageName;
if (processName.Contains(appName))
{
return true;
}
}
}
return false;
}
public static AppInstallStatus GetInstallStatus(ConnectInfo connectInfo)
{
using (var client = new TimeoutWebClient())
{
client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
string query = string.Format(API_InstallStatusQuery, connectInfo.IP);
string statusJSON = client.DownloadString(query);
var status = JsonUtility.FromJson<InstallStatus>(statusJSON);
if (status == null)
{
return AppInstallStatus.Installing;
}
Debug.LogFormat("Install Status: {0}|{1}|{2}|{3}", status.Code, status.CodeText, status.Reason, status.Success);
if (status.Success == false)
{
Debug.LogError(status.Reason + "(" + status.CodeText + ")");
return AppInstallStatus.InstallFail;
}
return AppInstallStatus.InstallSuccess;
}
}
public static AppDetails QueryAppDetails(string packageFamilyName, ConnectInfo connectInfo)
{
using (var client = new TimeoutWebClient())
{
client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
string query = string.Format(API_PackagesQuery, connectInfo.IP);
string appListJSON = client.DownloadString(query);
var appList = JsonUtility.FromJson<AppList>(appListJSON);
for (int i = 0; i < appList.InstalledPackages.Length; ++i)
{
string thisAppName = appList.InstalledPackages[i].PackageFamilyName;
if (thisAppName.Equals(packageFamilyName, StringComparison.OrdinalIgnoreCase))
{
return appList.InstalledPackages[i];
}
}
}
return null;
}
public static bool InstallApp(string appFullPath, ConnectInfo connectInfo, bool waitForDone = true)
{
try
{
// Calculate the cert and dependency paths
string fileName = Path.GetFileName(appFullPath);
string certFullPath = Path.ChangeExtension(appFullPath, ".cer");
string certName = Path.GetFileName(certFullPath);
string depPath = Path.GetDirectoryName(appFullPath) + @"\Dependencies\x86\";
// Post it using the REST API
var form = new WWWForm();
// APPX file
var stream = new FileStream(appFullPath, FileMode.Open, FileAccess.Read, FileShare.Read);
var reader = new BinaryReader(stream);
form.AddBinaryData(fileName, reader.ReadBytes((int)reader.BaseStream.Length), fileName);
stream.Close();
// CERT file
stream = new FileStream(certFullPath, FileMode.Open, FileAccess.Read, FileShare.Read);
reader = new BinaryReader(stream);
form.AddBinaryData(certName, reader.ReadBytes((int)reader.BaseStream.Length), certName);
stream.Close();
// Dependencies
FileInfo[] depFiles = (new DirectoryInfo(depPath)).GetFiles();
foreach (FileInfo dep in depFiles)
{
stream = new FileStream(dep.FullName, FileMode.Open, FileAccess.Read, FileShare.Read);
reader = new BinaryReader(stream);
string depFilename = Path.GetFileName(dep.FullName);
form.AddBinaryData(depFilename, reader.ReadBytes((int)reader.BaseStream.Length), depFilename);
stream.Close();
}
// Credentials
Dictionary<string, string> headers = form.headers;
headers["Authorization"] = "Basic " + EncodeTo64(connectInfo.User + ":" + connectInfo.Password);
// Unity places an extra quote in the content-type boundary parameter that the device portal doesn't care for, remove it
if (headers.ContainsKey("Content-Type"))
{
headers["Content-Type"] = headers["Content-Type"].Replace("\"", "");
}
// Query
string query = string.Format(API_InstallQuery, connectInfo.IP);
query += "?package=" + WWW.EscapeURL(fileName);
var www = new WWW(query, form.data, headers);
DateTime queryStartTime = DateTime.Now;
while (!www.isDone && (DateTime.Now - queryStartTime).TotalSeconds < TimeOut)
{
Thread.Sleep(10);
}
// Give it a short time before checking
Thread.Sleep(250);
// Report
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
Debug.LogError(www.error);
}
else if (!string.IsNullOrEmpty(www.text))
{
Debug.Log(JsonUtility.FromJson<Response>(www.text).Reason);
}
else
{
Debug.LogWarning("Completed with null response string");
}
}
// Wait for done (if requested)
DateTime waitStartTime = DateTime.Now;
while (waitForDone && (DateTime.Now - waitStartTime).TotalSeconds < MaxWaitTime)
{
AppInstallStatus status = GetInstallStatus(connectInfo);
if (status == AppInstallStatus.InstallSuccess)
{
Debug.Log("Install Successful!");
break;
}
if (status == AppInstallStatus.InstallFail)
{
Debug.LogError("Install Failed!");
break;
}
// Wait a bit and we'll ask again
Thread.Sleep(1000);
}
}
catch (Exception ex)
{
Debug.LogError(ex.ToString());
return false;
}
return true;
}
public static bool UninstallApp(string packageFamilyName, ConnectInfo connectInfo)
{
try
{
// Find the app description
AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
if (appDetails == null)
{
Debug.LogError(string.Format("Application '{0}' not found", packageFamilyName));
return false;
}
// Setup the command
string query = string.Format(API_InstallQuery, connectInfo.IP);
query += "?package=" + WWW.EscapeURL(appDetails.PackageFullName);
// Use HttpWebRequest for a delete query
var request = (HttpWebRequest)WebRequest.Create(query);
request.Timeout = TimeoutMS;
request.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
request.Method = "DELETE";
using (var httpResponse = (HttpWebResponse)request.GetResponse())
{
Debug.Log("Response = " + httpResponse.StatusDescription);
httpResponse.Close();
}
}
catch (Exception ex)
{
Debug.LogError(ex.ToString());
return false;
}
return true;
}
public static bool LaunchApp(string packageFamilyName, ConnectInfo connectInfo)
{
// Find the app description
AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
if (appDetails == null)
{
Debug.LogError("Application not found");
return false;
}
// Setup the command
string query = string.Format(API_AppQuery, connectInfo.IP);
query += "?appid=" + WWW.EscapeURL(EncodeTo64(appDetails.PackageRelativeId));
query += "&package=" + WWW.EscapeURL(appDetails.PackageFullName);
// Use HttpWebRequest
var request = (HttpWebRequest)WebRequest.Create(query);
request.Timeout = TimeoutMS;
request.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
request.Method = "POST";
// Query
using (var httpResponse = (HttpWebResponse)request.GetResponse())
{
Debug.Log("Response = " + httpResponse.StatusDescription);
httpResponse.Close();
}
return true;
}
public static bool KillApp(string packageFamilyName, ConnectInfo connectInfo)
{
try
{
// Find the app description
AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
if (appDetails == null)
{
Debug.LogError("Application not found");
return false;
}
// Setup the command
string query = string.Format(API_AppQuery, connectInfo.IP);
query += "?package=" + WWW.EscapeURL(EncodeTo64(appDetails.PackageFullName));
// And send it across
var request = (HttpWebRequest)WebRequest.Create(query);
request.Timeout = TimeoutMS;
request.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
request.Method = "DELETE";
using (var httpResponse = (HttpWebResponse)request.GetResponse())
{
Debug.Log("Response = " + httpResponse.StatusDescription);
httpResponse.Close();
}
}
catch (Exception ex)
{
Debug.LogError(ex.ToString());
return false;
}
return true;
}
public static bool DeviceLogFile_View(string packageFamilyName, ConnectInfo connectInfo)
{
using (var client = new TimeoutWebClient())
{
client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
try
{
// Setup
string logFile = Application.temporaryCachePath + @"/deviceLog.txt";
// Get the app details...
AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
if (appDetails == null)
{
Debug.LogError("Application not found on target device (" + packageFamilyName + ")");
return false;
}
// Download the file
string query = string.Format(API_FileQuery, connectInfo.IP);
query += "?knownfolderid=LocalAppData";
query += "&filename=UnityPlayer.log";
query += "&packagefullname=" + appDetails.PackageFullName;
query += "&path=%5C%5CTempState";
client.DownloadFile(query, logFile);
// Open it up in default text editor
Process.Start(logFile);
}
catch (Exception ex)
{
Debug.LogError(ex.ToString());
return false;
}
}
return true;
}
// Helpers
private static string EncodeTo64(string toEncode)
{
byte[] toEncodeAsBytes = Encoding.ASCII.GetBytes(toEncode);
string returnValue = Convert.ToBase64String(toEncodeAsBytes);
return returnValue;
}
private static string DecodeFrom64(string encodedData)
{
byte[] encodedDataAsBytes = Convert.FromBase64String(encodedData);
string returnValue = Encoding.ASCII.GetString(encodedDataAsBytes);
return returnValue;
}
}
}

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executionOrder: 0
icon: {instanceID: 0}
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assetBundleName:
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using System.IO;
using UnityEngine;
namespace HoloToolkit.Unity
{
public static class BuildDeployPrefs
{
// Constants
private const string EditorPrefs_BuildDir = "_BuildDeployWindow_BuildDir";
private const string EditorPrefs_BuildConfig = "_BuildDeployWindow_BuildConfig";
private const string EditorPrefs_BuildPlatform = "_BuildDeployWindow_BuildPlatform";
private const string EditorPrefs_ForceRebuild = "_BuildDeployWindow_ForceBuild";
private const string EditorPrefs_IncrementBuildVersion = "_BuildDeployWindow_IncrementBuildVersion";
private const string EditorPrefs_MSBuildVer = "_BuildDeployWindow_MSBuildVer";
private const string EditorPrefs_TargetIPs = "_BuildDeployWindow_DestIPs";
private const string EditorPrefs_DeviceUser = "_BuildDeployWindow_DeviceUser";
private const string EditorPrefs_DevicePwd = "_BuildDeployWindow_DevicePwd";
private const string EditorPrefs_FullReinstall = "_BuildDeployWindow_FullReinstall";
public static string BuildDirectory
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_BuildDir, "UWP"); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_BuildDir, value); }
}
public static string AbsoluteBuildDirectory
{
get { return Path.GetFullPath(Path.Combine(Path.Combine(Application.dataPath, ".."), BuildDirectory)); }
}
public static string MsBuildVersion
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_MSBuildVer, BuildDeployTools.DefaultMSBuildVersion); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_MSBuildVer, value); }
}
public static string BuildConfig
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_BuildConfig, "Debug"); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_BuildConfig, value); }
}
public static string BuildPlatform
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_BuildPlatform, "x86"); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_BuildPlatform, value); }
}
public static bool ForceRebuild
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_ForceRebuild, false); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_ForceRebuild, value); }
}
public static bool IncrementBuildVersion
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_IncrementBuildVersion, true); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_IncrementBuildVersion, value); }
}
public static string TargetIPs
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_TargetIPs, "127.0.0.1"); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_TargetIPs, value); }
}
public static string DeviceUser
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_DeviceUser, ""); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_DeviceUser, value); }
}
public static string DevicePassword
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_DevicePwd, ""); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_DevicePwd, value); }
}
public static bool FullReinstall
{
get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_FullReinstall, true); }
set { EditorPrefsUtility.SetEditorPref(EditorPrefs_FullReinstall, value); }
}
}
}

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fileFormatVersion: 2
guid: 6762008b7153ae94ab1f370faf6bbca0
timeCreated: 1468891604
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Xml.Linq;
using Microsoft.Win32;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
namespace HoloToolkit.Unity
{
/// <summary>
/// Contains utility functions for building for the device
/// </summary>
public class BuildDeployTools
{
public static readonly string DefaultMSBuildVersion = "15.0";
public static bool CanBuild()
{
if (PlayerSettings.GetScriptingBackend(BuildTargetGroup.WSA) == ScriptingImplementation.IL2CPP && IsIl2CppAvailable())
{
return true;
}
return PlayerSettings.GetScriptingBackend(BuildTargetGroup.WSA) == ScriptingImplementation.WinRTDotNET && IsDotNetAvailable();
}
public static bool IsDotNetAvailable()
{
return Directory.Exists(EditorApplication.applicationContentsPath + "\\PlaybackEngines\\MetroSupport\\Managed\\UAP");
}
public static bool IsIl2CppAvailable()
{
return Directory.Exists(EditorApplication.applicationContentsPath + "\\PlaybackEngines\\MetroSupport\\Managed\\il2cpp");
}
/// <summary>
/// Displays a dialog if no scenes are present in the build and returns true if build can proceed.
/// </summary>
/// <returns></returns>
public static bool CheckBuildScenes()
{
if (EditorBuildSettings.scenes.Length == 0)
{
return EditorUtility.DisplayDialog("Attention!",
"No scenes are present in the build settings!\n\n Do you want to cancel and add one?",
"Continue Anyway", "Cancel Build");
}
return true;
}
public static bool BuildSLN(string buildDirectory, bool showDialog = true)
{
// Use BuildSLNUtilities to create the SLN
bool buildSuccess = false;
if (CheckBuildScenes() == false)
{
return false;
}
var buildInfo = new BuildInfo
{
// These properties should all match what the Standalone.proj file specifies
OutputDirectory = buildDirectory,
Scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
BuildTarget = BuildTarget.WSAPlayer,
WSASdk = WSASDK.UWP,
WSAUWPBuildType = EditorUserBuildSettings.wsaUWPBuildType,
WSAUwpSdk = EditorUserBuildSettings.wsaUWPSDK,
// Configure a post build action that will compile the generated solution
PostBuildAction = (innerBuildInfo, buildError) =>
{
if (!string.IsNullOrEmpty(buildError))
{
EditorUtility.DisplayDialog(PlayerSettings.productName + " WindowsStoreApp Build Failed!", buildError, "OK");
}
else
{
if (showDialog)
{
if (!EditorUtility.DisplayDialog(PlayerSettings.productName, "Build Complete", "OK", "Build AppX"))
{
BuildAppxFromSLN(
PlayerSettings.productName,
BuildDeployPrefs.MsBuildVersion,
BuildDeployPrefs.ForceRebuild,
BuildDeployPrefs.BuildConfig,
BuildDeployPrefs.BuildPlatform,
BuildDeployPrefs.BuildDirectory,
BuildDeployPrefs.IncrementBuildVersion);
}
}
buildSuccess = true;
}
}
};
BuildSLNUtilities.RaiseOverrideBuildDefaults(ref buildInfo);
BuildSLNUtilities.PerformBuild(buildInfo);
return buildSuccess;
}
public static string CalcMSBuildPath(string msBuildVersion)
{
if (msBuildVersion.Equals("14.0"))
{
using (RegistryKey key =
Registry.LocalMachine.OpenSubKey(
string.Format(@"Software\Microsoft\MSBuild\ToolsVersions\{0}", msBuildVersion)))
{
if (key != null)
{
var msBuildBinFolder = (string)key.GetValue("MSBuildToolsPath");
return Path.Combine(msBuildBinFolder, "msbuild.exe");
}
}
}
// If we got this far then we don't have VS 2015 installed and need to use msBuild 15
msBuildVersion = "15.0";
// For MSBuild 15+ we should to use vswhere to give us the correct instance
string output = @"/C vswhere -version " + msBuildVersion + " -products * -requires Microsoft.Component.MSBuild -property installationPath";
// get the right program files path based on whether the PC is x86 or x64
string programFiles = @"C:\Program Files (x86)\Microsoft Visual Studio\Installer";
var vswherePInfo = new ProcessStartInfo
{
FileName = "cmd.exe",
CreateNoWindow = true,
UseShellExecute = false,
RedirectStandardOutput = true,
RedirectStandardError = false,
Arguments = output,
WorkingDirectory = programFiles
};
using (var vswhereP = new Process())
{
vswhereP.StartInfo = vswherePInfo;
vswhereP.Start();
output = vswhereP.StandardOutput.ReadToEnd();
vswhereP.WaitForExit();
}
string[] paths = output.Split(new[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
if (paths.Length > 0)
{
// if there are multiple 2017 installs,
// prefer enterprise, then pro, then community
string bestPath = paths.OrderBy(p => p.ToLower().Contains("enterprise"))
.ThenBy(p => p.ToLower().Contains("professional"))
.ThenBy(p => p.ToLower().Contains("community")).First();
return bestPath + @"\MSBuild\" + msBuildVersion + @"\Bin\MSBuild.exe";
}
Debug.LogError("Unable to find a valid path to Visual Studio Instance!");
return string.Empty;
}
public static bool RestoreNugetPackages(string nugetPath, string storePath)
{
var nugetPInfo = new ProcessStartInfo
{
FileName = nugetPath,
CreateNoWindow = true,
UseShellExecute = false,
Arguments = "restore \"" + storePath + "/project.json\""
};
using (var nugetP = new Process())
{
nugetP.StartInfo = nugetPInfo;
nugetP.Start();
nugetP.WaitForExit();
nugetP.Close();
nugetP.Dispose();
}
return File.Exists(storePath + "\\project.lock.json");
}
public static bool BuildAppxFromSLN(string productName, string msBuildVersion, bool forceRebuildAppx, string buildConfig, string buildPlatform, string buildDirectory, bool incrementVersion, bool showDialog = true)
{
EditorUtility.DisplayProgressBar("Build AppX", "Building AppX Package...", 0);
string slnFilename = Path.Combine(buildDirectory, PlayerSettings.productName + ".sln");
if (!File.Exists(slnFilename))
{
Debug.LogError("Unable to find Solution to build from!");
EditorUtility.ClearProgressBar();
return false;
}
// Get and validate the msBuild path...
var msBuildPath = CalcMSBuildPath(msBuildVersion);
if (!File.Exists(msBuildPath))
{
Debug.LogErrorFormat("MSBuild.exe is missing or invalid (path={0}).", msBuildPath);
EditorUtility.ClearProgressBar();
return false;
}
// Get the path to the NuGet tool
string unity = Path.GetDirectoryName(EditorApplication.applicationPath);
System.Diagnostics.Debug.Assert(unity != null, "unity != null");
string storePath = Path.GetFullPath(Path.Combine(Path.Combine(Application.dataPath, ".."), buildDirectory));
string solutionProjectPath = Path.GetFullPath(Path.Combine(storePath, productName + @".sln"));
// Bug in Unity editor that doesn't copy project.json and project.lock.json files correctly if solutionProjectPath is not in a folder named UWP.
if (!File.Exists(storePath + "\\project.json"))
{
File.Copy(unity + @"\Data\PlaybackEngines\MetroSupport\Tools\project.json", storePath + "\\project.json");
}
string nugetPath = Path.Combine(unity, @"Data\PlaybackEngines\MetroSupport\Tools\NuGet.exe");
// Before building, need to run a nuget restore to generate a json.lock file. Failing to do
// this breaks the build in VS RTM
if (PlayerSettings.GetScriptingBackend(BuildTargetGroup.WSA) == ScriptingImplementation.WinRTDotNET &&
(!RestoreNugetPackages(nugetPath, storePath) ||
!RestoreNugetPackages(nugetPath, storePath + "\\" + productName) ||
EditorUserBuildSettings.wsaGenerateReferenceProjects && !RestoreNugetPackages(nugetPath, storePath + "/GeneratedProjects/UWP/Assembly-CSharp") ||
EditorUserBuildSettings.wsaGenerateReferenceProjects && !RestoreNugetPackages(nugetPath, storePath + "/GeneratedProjects/UWP/Assembly-CSharp-firstpass")))
{
Debug.LogError("Failed to restore nuget packages");
EditorUtility.ClearProgressBar();
return false;
}
EditorUtility.DisplayProgressBar("Build AppX", "Building AppX Package...", 25);
// Ensure that the generated .appx version increments by modifying
// Package.appxmanifest
if (incrementVersion)
{
IncrementPackageVersion();
}
// Now do the actual build
var pInfo = new ProcessStartInfo
{
FileName = msBuildPath,
CreateNoWindow = false,
Arguments = string.Format("\"{0}\" /t:{1} /p:Configuration={2} /p:Platform={3} /verbosity:m",
solutionProjectPath,
forceRebuildAppx ? "Rebuild" : "Build",
buildConfig,
buildPlatform)
};
// Uncomment out to debug by copying into command window
//Debug.Log("\"" + vs + "\"" + " " + pInfo.Arguments);
var process = new Process { StartInfo = pInfo };
try
{
if (!process.Start())
{
Debug.LogError("Failed to start Cmd process!");
EditorUtility.ClearProgressBar();
return false;
}
process.WaitForExit();
EditorUtility.ClearProgressBar();
if (process.ExitCode == 0 &&
showDialog &&
!EditorUtility.DisplayDialog("Build AppX", "AppX Build Successful!", "OK", "Open Project Folder"))
{
Process.Start("explorer.exe", "/select," + storePath);
}
if (process.ExitCode != 0)
{
Debug.LogError("MSBuild error (code = " + process.ExitCode + ")");
EditorUtility.DisplayDialog(PlayerSettings.productName + " build Failed!", "Failed to build appx from solution. Error code: " + process.ExitCode, "OK");
return false;
}
process.Close();
process.Dispose();
}
catch (Exception e)
{
Debug.LogError("Cmd Process EXCEPTION: " + e);
EditorUtility.ClearProgressBar();
return false;
}
return true;
}
private static void IncrementPackageVersion()
{
// Find the manifest, assume the one we want is the first one
string[] manifests = Directory.GetFiles(BuildDeployPrefs.AbsoluteBuildDirectory, "Package.appxmanifest", SearchOption.AllDirectories);
if (manifests.Length == 0)
{
Debug.LogError("Unable to find Package.appxmanifest file for build (in path - " + BuildDeployPrefs.AbsoluteBuildDirectory + ")");
return;
}
string manifest = manifests[0];
var rootNode = XElement.Load(manifest);
var identityNode = rootNode.Element(rootNode.GetDefaultNamespace() + "Identity");
if (identityNode == null)
{
Debug.LogError("Package.appxmanifest for build (in path - " + BuildDeployPrefs.AbsoluteBuildDirectory + ") is missing an <Identity /> node");
return;
}
// We use XName.Get instead of string -> XName implicit conversion because
// when we pass in the string "Version", the program doesn't find the attribute.
// Best guess as to why this happens is that implicit string conversion doesn't set the namespace to empty
var versionAttr = identityNode.Attribute(XName.Get("Version"));
if (versionAttr == null)
{
Debug.LogError("Package.appxmanifest for build (in path - " + BuildDeployPrefs.AbsoluteBuildDirectory + ") is missing a version attribute in the <Identity /> node.");
return;
}
// Assume package version always has a '.'.
// According to https://msdn.microsoft.com/en-us/library/windows/apps/br211441.aspx
// Package versions are always of the form Major.Minor.Build.Revision
var version = new Version(versionAttr.Value);
var newVersion = new Version(version.Major, version.Minor, version.Build, version.Revision + 1);
versionAttr.Value = newVersion.ToString();
rootNode.Save(manifest);
}
}
}

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//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
//
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace HoloToolkit.Unity
{
public class BuildInfo
{
public string OutputDirectory { get; set; }
public IEnumerable<string> Scenes { get; set; }
public IEnumerable<CopyDirectoryInfo> CopyDirectories { get; set; }
public Action<BuildInfo> PreBuildAction { get; set; }
public Action<BuildInfo, string> PostBuildAction { get; set; }
public BuildOptions BuildOptions { get; set; }
public BuildTarget BuildTarget { get; set; }
public WSASDK? WSASdk { get; set; }
public string WSAUwpSdk { get; set; }
public WSAUWPBuildType? WSAUWPBuildType { get; set; }
public bool? WSAGenerateReferenceProjects { get; set; }
public ColorSpace? ColorSpace { get; set; }
public bool IsCommandLine { get; set; }
public string BuildSymbols { get; private set; }
public BuildInfo()
{
BuildSymbols = string.Empty;
}
public void AppendSymbols(params string[] symbol)
{
AppendSymbols((IEnumerable<string>)symbol);
}
public void AppendSymbols(IEnumerable<string> symbols)
{
string[] toAdd = symbols.Except(BuildSymbols.Split(';'))
.Where(sym => !string.IsNullOrEmpty(sym)).ToArray();
if (!toAdd.Any())
{
return;
}
if (!string.IsNullOrEmpty(BuildSymbols))
{
BuildSymbols += ";";
}
BuildSymbols += string.Join(";", toAdd);
}
public bool HasAnySymbols(params string[] symbols)
{
return BuildSymbols.Split(';').Intersect(symbols).Any();
}
public bool HasConfigurationSymbol()
{
return HasAnySymbols(
BuildSLNUtilities.BuildSymbolDebug,
BuildSLNUtilities.BuildSymbolRelease,
BuildSLNUtilities.BuildSymbolMaster);
}
public static IEnumerable<string> RemoveConfigurationSymbols(string symbolstring)
{
return symbolstring.Split(';').Except(new[]
{
BuildSLNUtilities.BuildSymbolDebug,
BuildSLNUtilities.BuildSymbolRelease,
BuildSLNUtilities.BuildSymbolMaster
});
}
public bool HasAnySymbols(IEnumerable<string> symbols)
{
return BuildSymbols.Split(';').Intersect(symbols).Any();
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8641cc4d0d7648aca3b48f7d2302a094
timeCreated: 1497140920

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@ -1,508 +0,0 @@
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Xml;
using UnityEditor;
using UnityEngine;
namespace HoloToolkit.Unity
{
/// <summary>
/// Class containing various utility methods to build a WSA solution from a Unity project.
/// </summary>
public static class BuildSLNUtilities
{
/// <summary>
/// A method capable of configuring <see cref="BuildInfo"/> settings.
/// </summary>
/// <param name="toConfigure">The settings to configure.</param>
public delegate void BuildInfoConfigurationMethod(ref BuildInfo toConfigure);
/// <summary>
/// Add a handler to this event to override <see cref="BuildInfo"/> defaults before a build.
/// </summary>
/// <seealso cref="RaiseOverrideBuildDefaults"/>
public static event BuildInfoConfigurationMethod OverrideBuildDefaults;
/// <summary>
/// Call this method to give other code an opportunity to override <see cref="BuildInfo"/> defaults.
/// </summary>
/// <param name="toConfigure">>The settings to configure.</param>
/// <seealso cref="OverrideBuildDefaults"/>
public static void RaiseOverrideBuildDefaults(ref BuildInfo toConfigure)
{
if (OverrideBuildDefaults != null)
{
OverrideBuildDefaults(ref toConfigure);
}
}
// Build configurations. Exactly one of these should be defined for any given build.
public const string BuildSymbolDebug = "DEBUG";
public const string BuildSymbolRelease = "RELEASE";
public const string BuildSymbolMaster = "MASTER";
/// <summary>
/// Event triggered when a build starts.
/// </summary>
public static event Action<BuildInfo> BuildStarted;
/// <summary>
/// Event triggered when a build completes.
/// </summary>
public static event Action<BuildInfo, string> BuildCompleted;
public static void PerformBuild(BuildInfo buildInfo)
{
BuildTargetGroup buildTargetGroup = GetGroup(buildInfo.BuildTarget);
string oldBuildSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
if (!string.IsNullOrEmpty(oldBuildSymbols))
{
if (buildInfo.HasConfigurationSymbol())
{
buildInfo.AppendSymbols(BuildInfo.RemoveConfigurationSymbols(oldBuildSymbols));
}
else
{
buildInfo.AppendSymbols(oldBuildSymbols.Split(';'));
}
}
if ((buildInfo.BuildOptions & BuildOptions.Development) == BuildOptions.Development)
{
if (!buildInfo.HasConfigurationSymbol())
{
buildInfo.AppendSymbols(BuildSymbolDebug);
}
}
if (buildInfo.HasAnySymbols(BuildSymbolDebug))
{
buildInfo.BuildOptions |= BuildOptions.Development | BuildOptions.AllowDebugging;
}
if (buildInfo.HasAnySymbols(BuildSymbolRelease))
{
//Unity automatically adds the DEBUG symbol if the BuildOptions.Development flag is
//specified. In order to have debug symbols and the RELEASE symbols we have to
//inject the symbol Unity relies on to enable the /debug+ flag of csc.exe which is "DEVELOPMENT_BUILD"
buildInfo.AppendSymbols("DEVELOPMENT_BUILD");
}
BuildTarget oldBuildTarget = EditorUserBuildSettings.activeBuildTarget;
BuildTargetGroup oldBuildTargetGroup = GetGroup(oldBuildTarget);
EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, buildInfo.BuildTarget);
WSAUWPBuildType? oldWSAUWPBuildType = EditorUserBuildSettings.wsaUWPBuildType;
if (buildInfo.WSAUWPBuildType.HasValue)
{
EditorUserBuildSettings.wsaUWPBuildType = buildInfo.WSAUWPBuildType.Value;
}
var oldWSAGenerateReferenceProjects = EditorUserBuildSettings.wsaGenerateReferenceProjects;
if (buildInfo.WSAGenerateReferenceProjects.HasValue)
{
EditorUserBuildSettings.wsaGenerateReferenceProjects = buildInfo.WSAGenerateReferenceProjects.Value;
}
var oldColorSpace = PlayerSettings.colorSpace;
if (buildInfo.ColorSpace.HasValue)
{
PlayerSettings.colorSpace = buildInfo.ColorSpace.Value;
}
if (buildInfo.BuildSymbols != null)
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, buildInfo.BuildSymbols);
}
string buildError = "Error";
try
{
VerifyWsaUwpSdkIsInstalled(EditorUserBuildSettings.wsaUWPSDK);
// For the WSA player, Unity builds into a target directory.
// For other players, the OutputPath parameter indicates the
// path to the target executable to build.
if (buildInfo.BuildTarget == BuildTarget.WSAPlayer)
{
Directory.CreateDirectory(buildInfo.OutputDirectory);
}
OnPreProcessBuild(buildInfo);
buildError = BuildPipeline.BuildPlayer(
buildInfo.Scenes.ToArray(),
buildInfo.OutputDirectory,
buildInfo.BuildTarget,
buildInfo.BuildOptions);
if (buildError.StartsWith("Error"))
{
throw new Exception(buildError);
}
}
finally
{
OnPostProcessBuild(buildInfo, buildError);
if (buildInfo.BuildTarget == BuildTarget.WSAPlayer && EditorUserBuildSettings.wsaGenerateReferenceProjects)
{
UwpProjectPostProcess.Execute(buildInfo.OutputDirectory);
}
PlayerSettings.colorSpace = oldColorSpace;
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, oldBuildSymbols);
if (oldWSAUWPBuildType.HasValue)
{
EditorUserBuildSettings.wsaUWPBuildType = oldWSAUWPBuildType.Value;
}
EditorUserBuildSettings.wsaGenerateReferenceProjects = oldWSAGenerateReferenceProjects;
EditorUserBuildSettings.SwitchActiveBuildTarget(oldBuildTargetGroup, oldBuildTarget);
}
}
private static void VerifyWsaUwpSdkIsInstalled(string wsaUwpSdk)
{
if (string.IsNullOrEmpty(wsaUwpSdk))
{
// Unity uses a null or empty string to mean "use the latest sdk that's installed", so we don't need to
// verify any particular version.
return;
}
IEnumerable<Version> uwpSdksAvailable;
try
{
// In order to get the same list of SDKs that the Unity build settings "UWP SDK" box has, we call into an
// internal Unity function. If Unity changes how its internals work, we'll need to update this code.
Type uwpReferencesType = typeof(Editor).Assembly.GetType("UnityEditor.Scripting.Compilers.UWPReferences", throwOnError: false);
MethodInfo uwpReferencesMethod = uwpReferencesType == null
? null
: uwpReferencesType.GetMethod("GetInstalledSDKVersions");
uwpSdksAvailable = uwpReferencesMethod == null
? null
: uwpReferencesMethod.Invoke(null, null) as IEnumerable<Version>;
}
catch
{
uwpSdksAvailable = null;
}
if (uwpSdksAvailable == null)
{
Debug.LogWarningFormat("Couldn't verify that UWP SDK \"{0}\" is installed. You better make sure it's installed"
+ " and available in your Unity Build settings menu, or you may get unexpected build breaks or runtime"
+ " behavior.",
wsaUwpSdk
);
}
else if (!uwpSdksAvailable.Select(version => version.ToString()).Contains(wsaUwpSdk))
{
throw new Exception(string.Format("UWP SDK \"{0}\" is not installed. Please install it and try building again. If"
+ " you really want to build without that SDK, build directly from Unity's Build settings menu instead.",
wsaUwpSdk
));
}
// The SDK is verified installed. All is right with the world!
}
public static void ParseBuildCommandLine(ref BuildInfo buildInfo)
{
string[] arguments = Environment.GetCommandLineArgs();
buildInfo.IsCommandLine = true;
for (int i = 0; i < arguments.Length; ++i)
{
// Can't use -buildTarget which is something Unity already takes as an argument for something.
if (string.Equals(arguments[i], "-duskBuildTarget", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.BuildTarget = (BuildTarget)Enum.Parse(typeof(BuildTarget), arguments[++i]);
}
else if (string.Equals(arguments[i], "-wsaSDK", StringComparison.InvariantCultureIgnoreCase))
{
string wsaSdkArg = arguments[++i];
buildInfo.WSASdk = (WSASDK)Enum.Parse(typeof(WSASDK), wsaSdkArg);
}
else if (string.Equals(arguments[i], "-wsaUwpSdk", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.WSAUwpSdk = arguments[++i];
}
else if (string.Equals(arguments[i], "-wsaUWPBuildType", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.WSAUWPBuildType = (WSAUWPBuildType)Enum.Parse(typeof(WSAUWPBuildType), arguments[++i]);
}
else if (string.Equals(arguments[i], "-wsaGenerateReferenceProjects", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.WSAGenerateReferenceProjects = bool.Parse(arguments[++i]);
}
else if (string.Equals(arguments[i], "-buildOutput", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.OutputDirectory = arguments[++i];
}
else if (string.Equals(arguments[i], "-buildDesc", StringComparison.InvariantCultureIgnoreCase))
{
ParseBuildDescriptionFile(arguments[++i], ref buildInfo);
}
else if (string.Equals(arguments[i], "-unityBuildSymbols", StringComparison.InvariantCultureIgnoreCase))
{
string newBuildSymbols = arguments[++i];
buildInfo.AppendSymbols(newBuildSymbols.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries));
}
}
}
public static void PerformBuild_CommandLine()
{
var buildInfo = new BuildInfo
{
// Use scenes from the editor build settings.
Scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
// Configure a post build action to throw appropriate error code.
PostBuildAction = (innerBuildInfo, buildError) =>
{
if (!string.IsNullOrEmpty(buildError))
{
EditorApplication.Exit(1);
}
}
};
RaiseOverrideBuildDefaults(ref buildInfo);
ParseBuildCommandLine(ref buildInfo);
PerformBuild(buildInfo);
}
public static void ParseBuildDescriptionFile(string filename, ref BuildInfo buildInfo)
{
Debug.Log(string.Format(CultureInfo.InvariantCulture, "Build: Using \"{0}\" as build description", filename));
// Parse the XML file
var reader = new XmlTextReader(filename);
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (string.Equals(reader.Name, "SceneList", StringComparison.InvariantCultureIgnoreCase))
{
// Set the scenes we want to build
buildInfo.Scenes = ReadSceneList(reader);
}
else if (string.Equals(reader.Name, "CopyList", StringComparison.InvariantCultureIgnoreCase))
{
// Set the directories we want to copy
buildInfo.CopyDirectories = ReadCopyList(reader);
}
break;
}
}
}
private static BuildTargetGroup GetGroup(BuildTarget buildTarget)
{
switch (buildTarget)
{
case BuildTarget.WSAPlayer:
return BuildTargetGroup.WSA;
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
return BuildTargetGroup.Standalone;
default:
return BuildTargetGroup.Unknown;
}
}
private static IEnumerable<string> ReadSceneList(XmlTextReader reader)
{
var result = new List<string>();
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (string.Equals(reader.Name, "Scene", StringComparison.InvariantCultureIgnoreCase))
{
while (reader.MoveToNextAttribute())
{
if (string.Equals(reader.Name, "Name", StringComparison.InvariantCultureIgnoreCase))
{
result.Add(reader.Value);
Debug.Log(string.Format(CultureInfo.InvariantCulture, "Build: Adding scene \"{0}\"", reader.Value));
}
}
}
break;
case XmlNodeType.EndElement:
if (string.Equals(reader.Name, "SceneList", StringComparison.InvariantCultureIgnoreCase))
{
return result;
}
break;
}
}
return result;
}
private static IEnumerable<CopyDirectoryInfo> ReadCopyList(XmlTextReader reader)
{
var result = new List<CopyDirectoryInfo>();
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (string.Equals(reader.Name, "Copy", StringComparison.InvariantCultureIgnoreCase))
{
string source = null;
string dest = null;
string filter = null;
bool recursive = false;
while (reader.MoveToNextAttribute())
{
if (string.Equals(reader.Name, "Source", StringComparison.InvariantCultureIgnoreCase))
{
source = reader.Value;
}
else if (string.Equals(reader.Name, "Destination", StringComparison.InvariantCultureIgnoreCase))
{
dest = reader.Value;
}
else if (string.Equals(reader.Name, "Recursive", StringComparison.InvariantCultureIgnoreCase))
{
recursive = Convert.ToBoolean(reader.Value);
}
else if (string.Equals(reader.Name, "Filter", StringComparison.InvariantCultureIgnoreCase))
{
filter = reader.Value;
}
}
if (source != null)
{
// Either the file specifies the Destination as well, or else CopyDirectory will use Source for Destination
var info = new CopyDirectoryInfo { Source = source };
if (dest != null)
{
info.Destination = dest;
}
if (filter != null)
{
info.Filter = filter;
}
info.Recursive = recursive;
Debug.Log(string.Format(CultureInfo.InvariantCulture, @"Build: Adding {0}copy ""{1}\{2}"" => ""{3}""", info.Recursive ? "Recursive " : "", info.Source, info.Filter, info.Destination ?? info.Source));
result.Add(info);
}
}
break;
case XmlNodeType.EndElement:
if (string.Equals(reader.Name, "CopyList", StringComparison.InvariantCultureIgnoreCase))
return result;
break;
}
}
return result;
}
public static void CopyDirectory(string sourceDirectoryPath, string destinationDirectoryPath, CopyDirectoryInfo directoryInfo)
{
sourceDirectoryPath = Path.Combine(sourceDirectoryPath, directoryInfo.Source);
destinationDirectoryPath = Path.Combine(destinationDirectoryPath, directoryInfo.Destination ?? directoryInfo.Source);
Debug.Log(string.Format(CultureInfo.InvariantCulture, @"{0} ""{1}\{2}"" to ""{3}""", directoryInfo.Recursive ? "Recursively copying" : "Copying", sourceDirectoryPath, directoryInfo.Filter, destinationDirectoryPath));
foreach (string sourceFilePath in Directory.GetFiles(sourceDirectoryPath, directoryInfo.Filter, directoryInfo.Recursive ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly))
{
string destinationFilePath = sourceFilePath.Replace(sourceDirectoryPath, destinationDirectoryPath);
try
{
Directory.CreateDirectory(Path.GetDirectoryName(destinationFilePath));
if (File.Exists(destinationFilePath))
{
File.SetAttributes(destinationFilePath, FileAttributes.Normal);
}
File.Copy(sourceFilePath, destinationFilePath, true);
File.SetAttributes(destinationFilePath, FileAttributes.Normal);
}
catch (Exception exception)
{
Debug.LogError(string.Format(CultureInfo.InvariantCulture, "Failed to copy \"{0}\" to \"{1}\" with \"{2}\"", sourceFilePath, destinationFilePath, exception));
}
}
}
private static void OnPreProcessBuild(BuildInfo buildInfo)
{
// Raise the global event for listeners
BuildStarted.RaiseEvent(buildInfo);
// Call the pre-build action, if any
if (buildInfo.PreBuildAction != null)
{
buildInfo.PreBuildAction(buildInfo);
}
}
private static void OnPostProcessBuild(BuildInfo buildInfo, string buildError)
{
if (string.IsNullOrEmpty(buildError))
{
if (buildInfo.CopyDirectories != null)
{
string inputProjectDirectoryPath = GetProjectPath();
string outputProjectDirectoryPath = Path.Combine(GetProjectPath(), buildInfo.OutputDirectory);
foreach (var directory in buildInfo.CopyDirectories)
{
CopyDirectory(inputProjectDirectoryPath, outputProjectDirectoryPath, directory);
}
}
}
// Raise the global event for listeners
BuildCompleted.RaiseEvent(buildInfo, buildError);
// Call the post-build action, if any
if (buildInfo.PostBuildAction != null)
{
buildInfo.PostBuildAction(buildInfo, buildError);
}
}
public static string GetProjectPath()
{
return Path.GetDirectoryName(Path.GetFullPath(Application.dataPath));
}
}
}

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fileFormatVersion: 2
guid: b404a9703a0c1784b9c8f2de897cae3b
timeCreated: 1466615028
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
//
using System;
using UnityEditor;
using UnityEngine;
namespace HoloToolkit.Unity
{
public class CertificatePasswordWindow : EditorWindow
{
private static readonly GUILayoutOption LabelWidth = GUILayout.Width(110f);
private static readonly GUILayoutOption ButtonWidth = GUILayout.Width(110f);
private string path;
private string password;
private GUIContent message;
private GUIStyle messageStyle;
private string focus;
public static void Show(string path)
{
CertificatePasswordWindow[] array = (CertificatePasswordWindow[])Resources.FindObjectsOfTypeAll(typeof(CertificatePasswordWindow));
CertificatePasswordWindow certificatePasswordWindow = (array.Length <= 0) ? CreateInstance<CertificatePasswordWindow>() : array[0];
path = path.Replace("\\", "/");
certificatePasswordWindow.path = path.Substring(path.LastIndexOf("Assets/", StringComparison.Ordinal));
certificatePasswordWindow.password = string.Empty;
certificatePasswordWindow.message = GUIContent.none;
certificatePasswordWindow.messageStyle = new GUIStyle(GUI.skin.label);
certificatePasswordWindow.messageStyle.fontStyle = FontStyle.Italic;
certificatePasswordWindow.focus = "password";
if (array.Length > 0)
{
certificatePasswordWindow.Focus();
}
else
{
certificatePasswordWindow.titleContent = new GUIContent("Enter Windows Store Certificate Password");
certificatePasswordWindow.position = new Rect(100f, 100f, 350f, 90f);
certificatePasswordWindow.minSize = new Vector2(certificatePasswordWindow.position.width, certificatePasswordWindow.position.height);
certificatePasswordWindow.maxSize = certificatePasswordWindow.minSize;
certificatePasswordWindow.ShowUtility();
}
}
public void OnGUI()
{
Event current = Event.current;
bool flag = false;
bool flag2 = false;
if (current.type == EventType.KeyDown)
{
flag = (current.keyCode == KeyCode.Escape);
flag2 = (current.keyCode == KeyCode.Return || current.keyCode == KeyCode.KeypadEnter);
}
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(10f);
using (new EditorGUILayout.VerticalScope())
{
GUILayout.FlexibleSpace();
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label(new GUIContent("Password|Certificate password."), LabelWidth);
GUI.SetNextControlName("password");
password = GUILayout.PasswordField(password, '●');
}
GUILayout.Space(10f);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label(message, messageStyle);
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Ok"), ButtonWidth) || flag2)
{
message = GUIContent.none;
try
{
if (PlayerSettings.WSA.SetCertificate(path, password))
{
flag = true;
}
else
{
message = new GUIContent("Invalid password.");
}
}
catch (UnityException ex)
{
Debug.LogError(ex.Message);
}
}
}
GUILayout.FlexibleSpace();
}
GUILayout.Space(10f);
}
if (flag)
{
Close();
}
else if (focus != null)
{
EditorGUI.FocusTextInControl(focus);
focus = null;
}
}
}
}

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fileFormatVersion: 2
guid: 0ff5d5ee9ce34c18a0df4ea5495be19b
timeCreated: 1497159260

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@ -1,23 +0,0 @@
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
//
namespace HoloToolkit.Unity
{
public class CopyDirectoryInfo
{
public string Source { get; set; }
public string Destination { get; set; }
public string Filter { get; set; }
public bool Recursive { get; set; }
public CopyDirectoryInfo()
{
Source = null;
Destination = null;
Filter = "*";
Recursive = false;
}
}
}

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fileFormatVersion: 2
guid: 23511800bce94604830cfd49251a3746
timeCreated: 1497140939

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@ -1,21 +0,0 @@
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
//
namespace HoloToolkit.Unity
{
/// <summary>
/// Implements functionality for building HoloLens applications
/// </summary>
public static class HoloToolkitCommands
{
/// <summary>
/// Do a build configured for the HoloLens, returns the error from BuildPipeline.BuildPlayer
/// </summary>
public static bool BuildSLN()
{
return BuildDeployTools.BuildSLN(BuildDeployPrefs.BuildDirectory, false);
}
}
}

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fileFormatVersion: 2
guid: 85636330e25a7ac4c81b19530c5b8282
timeCreated: 1464366824
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
//
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Xml;
namespace HoloToolkit.Unity
{
/// <summary>
/// This class is designed to post process the UWP Assembly-CSharp projects to ensure that the defaults and defines are set correctly.
/// </summary>
public static class UwpProjectPostProcess
{
private static readonly Regex PlatformRegex = new Regex(@"'\$\(Configuration\)\|\$\(Platform\)' == '(?<Configuration>.*)\|(?<Platform>.*)'");
/// <summary>
/// Executes the Post Processes on the C# Projects generated as part of the UWP build.
/// </summary>
/// <param name="buildRootPath">The root path of the UWP build output.</param>
public static void Execute(string buildRootPath)
{
UpdateProjectFile(Path.Combine(buildRootPath, @"GeneratedProjects\UWP\Assembly-CSharp\Assembly-CSharp.csproj"));
UpdateProjectFile(Path.Combine(buildRootPath, @"GeneratedProjects\UWP\Assembly-CSharp-firstpass\Assembly-CSharp-firstpass.csproj"));
}
/// <summary>
/// Updates the project file to ensure that certain requirements are met.
/// </summary>
/// <param name="filename">The filename of the project to update.</param>
/// <remarks>This is manually parsing the Unity generated MSBuild projects, which means it will be fragile to changes.</remarks>
private static void UpdateProjectFile(string filename)
{
//UnityEngine.Debug.LogFormat("Update Project File: {0}", filename);
if (!File.Exists(filename))
{
UnityEngine.Debug.LogWarningFormat("Unable to find file \"{0}\", double check that the build succeeded and that the C# Projects are set to be generated.", filename);
return;
}
var projectDocument = new XmlDocument();
projectDocument.Load(filename);
if (projectDocument.DocumentElement == null)
{
UnityEngine.Debug.LogWarningFormat("Unable to load file \"{0}\", double check that the build succeeded and that the C# Projects are set to be generated.", filename);
return;
}
if (projectDocument.DocumentElement.Name != "Project")
{
UnityEngine.Debug.LogWarningFormat("The loaded project \"{0}\", does not appear to be a MSBuild Project file.", filename);
return;
}
foreach (XmlNode node in projectDocument.DocumentElement.ChildNodes)
{
// Everything we are looking for is inside a PropertyGroup...
if (node.Name != "PropertyGroup" || node.Attributes == null) { continue; }
if (node.Attributes.Count == 0 && node["Configuration"] != null && node["Platform"] != null)
{
// Update the defaults to Release and x86 so that we can run NuGet restore.
node["Configuration"].InnerText = "Release";
node["Platform"].InnerText = "x86";
}
else if (node.Attributes["Condition"] != null)
{
// Update the DefineConstants to include the configuration allowing us to conditionally compile code based on the configuration.
Match match = PlatformRegex.Match(node.Attributes["Condition"].InnerText);
if (match.Success)
{
UpdateDefineConstants(node["DefineConstants"], match.Groups["Configuration"].Value, match.Groups["Platform"].Value);
}
}
}
WriteXmlDocumentToFile(projectDocument, filename);
}
private static void UpdateDefineConstants(XmlElement defineConstants, string configuration, string platform)
{
if (defineConstants == null)
{
return;
}
IEnumerable<string> symbols = defineConstants.InnerText.Split(';').Except(new[]
{
string.Empty,
BuildSLNUtilities.BuildSymbolDebug,
BuildSLNUtilities.BuildSymbolRelease,
BuildSLNUtilities.BuildSymbolMaster
}).Union(new[] { configuration.ToUpperInvariant() });
defineConstants.InnerText = string.Join(";", symbols.ToArray());
//UnityEngine.Debug.LogFormat("Updating defines for Configuration|Platform: {0}|{1} => {2}", configuration, platform, defineConstants.InnerText);
}
private static void WriteXmlDocumentToFile(XmlDocument document, string fullPath)
{
FileStream fileStream = null;
try
{
fileStream = File.Open(fullPath, FileMode.Create);
var settings = new XmlWriterSettings
{
Indent = true,
CloseOutput = true
};
using (XmlWriter writer = XmlWriter.Create(fileStream, settings))
{
fileStream = null;
document.WriteTo(writer);
}
}
finally
{
if (fileStream != null)
{
fileStream.Dispose();
}
}
}
}
}

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//
// Copyright (c) Microsoft Corporation
// Copyright (c) Rafael Rivera
// Licensed under the MIT License. See LICENSE in the project root for license information.
//
using System;
using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using System.Threading;
namespace HoloToolkit.Unity
{
public static class XdeGuestLocator
{
[StructLayout(LayoutKind.Sequential, Pack = 4)]
struct XdePeerHostIdentifier
{
public Guid GuestDiscoveryGUID;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 6)]
public byte[] GuestMACAddress;
public int PeerDiscoveryPort;
}
[StructLayout(LayoutKind.Sequential, Pack = 4)]
struct XdePeerGuestIdentifier
{
public Guid GuestDiscoveryGUID;
public int GuestTcpPort;
public int GuestSvcVersion;
}
public static bool IsSearching { get; private set; }
public static bool HasData { get; private set; }
public static IPAddress GuestIpAddress { get; private set; }
static XdeGuestLocator()
{
HasData = false;
IsSearching = false;
}
public static void FindGuestAddressAsync()
{
if (IsSearching)
return;
ThreadPool.QueueUserWorkItem((_) =>
{
IsSearching = true;
HasData = false;
GuestIpAddress = IPAddress.None;
UnicastIPAddressInformation internalSwitchAddressInfo = null;
try
{
internalSwitchAddressInfo = GetInternalSwitchAddressInfo();
}
catch (Exception)
{
UnityEngine.Debug.LogError("Failed to locate internal switch adapter");
}
if (internalSwitchAddressInfo != null)
{
using (var socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp))
{
try
{
// Bind to next available UDP port for a listen operation
socket.Blocking = true;
socket.ReceiveTimeout = (int)TimeSpan.FromSeconds(5).TotalMilliseconds;
socket.Bind(new IPEndPoint(internalSwitchAddressInfo.Address, 0));
var localPort = (socket.LocalEndPoint as IPEndPoint).Port;
// Send out a probe to 'devices' connected to the internal switch
// listening on port 3553 (Microsoft Device Emulator specific)
var broadcastAddress = GetBroadcastAddressForAddress(internalSwitchAddressInfo.Address, internalSwitchAddressInfo.IPv4Mask);
var broadcastTarget = new IPEndPoint(broadcastAddress, 3553);
//
// WORKAROUND: We don't have easy access to WMI to go querying
// for virtual machine information so we just cover finding
// the first 255 potential candidates xx 00 - xx FF.
//
// It sounds like a lot but we're talking super tiny
// payloads on an internal interface. It's very fast.
//
for (int i = 0; i <= 0xFF; i++)
{
var probe = GenerateProbe(localPort, i);
socket.SendTo(probe, broadcastTarget);
}
// Return the endpoint information for the first 'device' that replies
// (we don't necessarily care about the returned identifier info)
var responseBytes = new byte[Marshal.SizeOf(typeof(XdePeerGuestIdentifier))];
EndPoint guestEndpoint = new IPEndPoint(broadcastAddress, 0);
socket.ReceiveFrom(responseBytes, ref guestEndpoint);
GuestIpAddress = (guestEndpoint as IPEndPoint).Address;
HasData = true;
}
catch (SocketException)
{
// Do nothing, our probe went unanswered or failed
}
}
}
IsSearching = false;
});
}
private static UnicastIPAddressInformation GetInternalSwitchAddressInfo()
{
var internalSwitch = GetInternalNetworkSwitchInterface();
return internalSwitch.GetIPProperties().UnicastAddresses.Where(a => a.Address.AddressFamily == AddressFamily.InterNetwork).FirstOrDefault();
}
private static NetworkInterface GetInternalNetworkSwitchInterface()
{
return NetworkInterface.GetAllNetworkInterfaces().Where(i => i.Name.Contains("Windows Phone Emulator")).FirstOrDefault();
}
private static IPAddress GetBroadcastAddressForAddress(IPAddress address, IPAddress mask)
{
var addressInt = BitConverter.ToInt32(address.GetAddressBytes(), 0);
var maskInt = BitConverter.ToInt32(mask.GetAddressBytes(), 0);
return new IPAddress(BitConverter.GetBytes((addressInt | ~maskInt)));
}
private static byte[] GenerateProbe(int port, int machineIndex)
{
var identifier = new XdePeerHostIdentifier();
identifier.PeerDiscoveryPort = port;
identifier.GuestDiscoveryGUID = new Guid("{963ef858-2efe-4eb4-8d2d-fed5408e6441}");
identifier.GuestMACAddress = new byte[] { 0x02, 0xDE, 0xDE, 0xDE, 0xDE, (byte)machineIndex };
return GetStructureBytes(identifier);
}
private static byte[] GetStructureBytes(object obj)
{
var bytes = new byte[Marshal.SizeOf(obj)];
var handle = GCHandle.Alloc(bytes, GCHandleType.Pinned);
Marshal.StructureToPtr(obj, handle.AddrOfPinnedObject(), false);
handle.Free();
return bytes;
}
}
}

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## [Build]()
Build and deploy automation window for building your VS solution, APPX, installing, launching, and getting the log file (and other related functionality). Requires that the device has been paired with the Editor PC & that the device is connected locally and/or the HTTPS requirement has been disabled in the device portal's security tab.
### [Editor](Editor)
#### BuildDeployPortal.cs
Interface function with the device (REST API utility functions)
#### BuildDeployTools.cs
Supports building the APPX from the SLN
#### BuildSLNUtilities.cs
Supports building the project SLN
#### BuildDeployWindow.cs
Editor UI for the window and event functions
---
##### [Go back up to the table of contents.](../../../README.md)
---

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