Beispiel #1
0
        /// <summary>
        /// Downloads the plugin file for a given network.
        /// </summary>
        /// <param name="network">Network for which to download the current version.</param>
        /// <returns></returns>
        public IEnumerator DownloadPlugin(Network network)
        {
            var path = Path.Combine(Application.temporaryCachePath, network.PluginFileName); // TODO: Maybe delete plugin file after finishing import.

#if UNITY_2017_2_OR_NEWER
            var downloadHandler = new DownloadHandlerFile(path);
#else
            var downloadHandler = new AppLovinDownloadHandler(path);
#endif
            webRequest = new UnityWebRequest(network.DownloadUrl)
            {
                method          = UnityWebRequest.kHttpVerbGET,
                downloadHandler = downloadHandler
            };

#if UNITY_2017_2_OR_NEWER
            var operation = webRequest.SendWebRequest();
#else
            var operation = webRequest.Send();
#endif

            while (!operation.isDone)
            {
                yield return(new WaitForSeconds(0.1f)); // Just wait till webRequest is completed. Our coroutine is pretty rudimentary.

                CallDownloadPluginProgressCallback(network.DisplayName, operation.progress, operation.isDone);
            }


#if UNITY_2020_1_OR_NEWER
            if (webRequest.result != UnityWebRequest.Result.Success)
#elif UNITY_2017_2_OR_NEWER
            if (webRequest.isNetworkError || webRequest.isHttpError)
#else
            if (webRequest.isError)
#endif
            {
                MaxSdkLogger.UserError(webRequest.error);
            }
            else
            {
                importingNetwork = network;
                AssetDatabase.ImportPackage(path, true);
            }

            webRequest = null;
        }
        [PostProcessBuild(int.MaxValue)] // We want to run Quality Service script last.
        public static void OnPostProcessBuild(BuildTarget buildTarget, string buildPath)
        {
            if (!AppLovinSettings.Instance.QualityServiceEnabled)
            {
                return;
            }

            var sdkKey = AppLovinSettings.Instance.SdkKey;

            if (string.IsNullOrEmpty(sdkKey))
            {
                MaxSdkLogger.UserError("Failed to install AppLovin Quality Service plugin. SDK Key is empty. Please enter the AppLovin SDK Key in the Integration Manager.");
                return;
            }

            var outputFilePath = Path.Combine(buildPath, OutputFileName);

            // Check if Quality Service is already installed.
            if (File.Exists(outputFilePath) && Directory.Exists(Path.Combine(buildPath, "AppLovinQualityService")))
            {
                // TODO: Check if there is a way to validate if the SDK key matches the script. Else the pub can't use append when/if they change the SDK Key.
                return;
            }

            // Download the ruby script needed to install Quality Service
#if UNITY_2017_2_OR_NEWER
            var downloadHandler = new DownloadHandlerFile(outputFilePath);
#else
            var downloadHandler = new AppLovinDownloadHandler(path);
#endif
            var postJson      = string.Format("{{\"sdk_key\" : \"{0}\"}}", sdkKey);
            var bodyRaw       = Encoding.UTF8.GetBytes(postJson);
            var uploadHandler = new UploadHandlerRaw(bodyRaw);
            uploadHandler.contentType = "application/json";

            var unityWebRequest = new UnityWebRequest("https://api2.safedk.com/v1/build/ios_setup2")
            {
                method          = UnityWebRequest.kHttpVerbPOST,
                downloadHandler = downloadHandler,
                uploadHandler   = uploadHandler
            };

#if UNITY_2017_2_OR_NEWER
            var operation = unityWebRequest.SendWebRequest();
#else
            var operation = webRequest.Send();
#endif

            // Wait for the download to complete or the request to timeout.
            while (!operation.isDone)
            {
            }

#if UNITY_2020_1_OR_NEWER
            if (unityWebRequest.result != UnityWebRequest.Result.Success)
#elif UNITY_2017_2_OR_NEWER
            if (unityWebRequest.isNetworkError || unityWebRequest.isHttpError)
#else
            if (webRequest.isError)
#endif
            {
                MaxSdkLogger.UserError("AppLovin Quality Service installation failed. Failed to download script with error: " + unityWebRequest.error);
                return;
            }

            // Check if Ruby is installed
            var rubyVersion = AppLovinCommandLine.Run("ruby", "--version", buildPath);
            if (rubyVersion.ExitCode != 0)
            {
                MaxSdkLogger.UserError("AppLovin Quality Service installation requires Ruby. Please install Ruby, export it to your system PATH and re-export the project.");
                return;
            }

            // Ruby is installed, run `ruby AppLovinQualityServiceSetup.rb`
            var result = AppLovinCommandLine.Run("ruby", OutputFileName, buildPath);

            // Check if we have an error.
            if (result.ExitCode != 0)
            {
                MaxSdkLogger.UserError("Failed to set up AppLovin Quality Service");
            }

            MaxSdkLogger.UserDebug(result.Message);
        }