static UnitySoftDebuggerEngine ()
		{
			UnityPlayers = new Dictionary<uint, PlayerConnection.PlayerInfo> ();
			ConnectorRegistry = new ConnectorRegistry();
			
			bool run = true;
		
			MonoDevelop.Ide.IdeApp.Exiting += (sender, args) => run = false;

			try {
			// HACK: Poll Unity players
			unityPlayerConnection = new PlayerConnection ();
			ThreadPool.QueueUserWorkItem (delegate {
				while (run) {
					lock (unityPlayerConnection) {
						unityPlayerConnection.Poll ();
					}
					Thread.Sleep (1000);
				}
			});
			} catch (Exception e)
			{
				MonoDevelop.Core.LoggingService.LogError ("Error launching player connection discovery service: Unity player discovery will be unavailable", e);
			}
		}
 public static void GetUSBDevices(ConnectorRegistry connectors, List <ProcessInfo> processes)
 {
     if (Platform.IsMac)
     {
         var processId = connectors.GetProcessIdForUniqueId("Any iOS Device");
         processes.Add(new ProcessInfo(processId, "Unity USB: any iOS device"));
         connectors.Connectors[processId] = new iOSUsbConnector();
     }
 }
		public static void GetUSBDevices(ConnectorRegistry connectors, List<ProcessInfo> processes)
		{
			if (Platform.IsMac)
			{
				var processId = connectors.GetProcessIdForUniqueId("Any iOS Device");
				processes.Add(new ProcessInfo(processId, "Unity USB: any iOS device"));
				connectors.Connectors[processId] = new iOSUsbConnector();
			}
		}
		public UnitySoftDebuggerSession (ConnectorRegistry connectorRegistry)
		{
			this.connectorRegistry = connectorRegistry;
			unityPath = Util.UnityLocation;
			
			Adaptor.BusyStateChanged += delegate(object sender, BusyStateEventArgs e) {
				SetBusyState (e);
			};
			MonoDevelop.Ide.IdeApp.Exiting += (sender,args) => EndSession();
		}
Beispiel #5
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        public UnitySoftDebuggerSession(ConnectorRegistry connectorRegistry)
        {
            this.connectorRegistry = connectorRegistry;
            unityPath = Util.UnityLocation;

            Adaptor.BusyStateChanged += delegate(object sender, BusyStateEventArgs e) {
                SetBusyState(e);
            };
            MonoDevelop.Ide.IdeApp.Exiting += (sender, args) => EndSession();
        }
Beispiel #6
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        public UnitySoftDebuggerSession(ConnectorRegistry connectorRegistry)
        {
            this.connectorRegistry = connectorRegistry;

            Adaptor.BusyStateChanged += (object sender, BusyStateEventArgs e) => SetBusyState(e);
        }