lib_unity_purchase/Editor/UnityPurchasingEditor.cs

427 lines
16 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor.Callbacks;
using UnityEditor.Connect;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
using UnityEngine.Purchasing;
namespace UnityEditor.Purchasing
{
/// <summary>
/// Editor tools to set build-time configurations for app stores.
/// </summary>
[InitializeOnLoad]
public static class UnityPurchasingEditor
{
const string PurchasingPackageName = "com.unity.purchasing";
const string UdpPackageName = "com.unity.purchasing.udp";
const string k_UdpErrorText = "In order to use UDP functionality, you must install or update the Unity Distribution Portal Package. Please configure your project's packages before running UDP-related editor commands in batch mode.";
const string ModePath = "Assets/Resources/BillingMode.json";
const string prevModePath = "Assets/Plugins/UnityPurchasing/Resources/BillingMode.json";
static ListRequest m_ListRequestOfPackage;
static bool m_UmpPackageInstalled;
const string BinPath = "Packages/com.unity.purchasing/Plugins/UnityPurchasing/Android";
const string AssetStoreUdpBinPath = "Assets/Plugins/UDP/Android";
static readonly string PackManUdpBinPath = $"Packages/{UdpPackageName}/Android";
static StoreConfiguration config;
static readonly AppStore defaultAppStore = AppStore.GooglePlay;
internal delegate void AndroidTargetChange(AppStore store);
internal static AndroidTargetChange OnAndroidTargetChange;
static readonly bool s_udpAvailable = UdpSynchronizationApi.CheckUdpAvailability();
internal const string MenuItemRoot = "Services/" + PurchasingDisplayName;
internal const string PurchasingDisplayName = "In-App Purchasing";
// Check if UDP upm package is installed.
internal static bool IsUdpUmpPackageInstalled()
{
if (m_ListRequestOfPackage == null || m_ListRequestOfPackage.IsCompleted)
{
return m_UmpPackageInstalled;
}
else
{
//As a backup, don't block user if the default location is present.
return File.Exists($"Packages/{UdpPackageName}/package.json");
}
}
static void ListingCurrentPackageProgress()
{
if (m_ListRequestOfPackage.IsCompleted)
{
m_UmpPackageInstalled = false;
EditorApplication.update -= ListingCurrentPackageProgress;
if (m_ListRequestOfPackage.Status == StatusCode.Success)
{
var udpPackage = m_ListRequestOfPackage.Result.FirstOrDefault(package => package.name == UdpPackageName);
m_UmpPackageInstalled = udpPackage != null;
}
else if (m_ListRequestOfPackage.Status >= StatusCode.Failure)
{
Debug.LogError(m_ListRequestOfPackage.Error.message);
}
}
}
internal static bool IsUdpAssetStorePackageInstalled()
{
return File.Exists("Assets/UDP/UDP.dll") || File.Exists("Assets/Plugins/UDP/UDP.dll");
}
[InitializeOnLoadMethod]
static void CheckUdpUmpPackageInstalled()
{
if (IsInBatchMode())
{
CheckUdpUmpPackageInstalledViaManifest();
}
else
{
CheckUdpUmpPackageInstalledViaPackageManager();
}
}
static bool IsInBatchMode()
{
return UnityEditorInternal.InternalEditorUtility.inBatchMode;
}
static void CheckUdpUmpPackageInstalledViaPackageManager()
{
if (IsInBatchMode())
{
Debug.unityLogger.LogIAPError("CheckUdpUmpPackageInstalledViaPackageManager will always fail in Batch Mode. Call CheckUdpUmpPackageInstalledViaManifest instead");
}
m_ListRequestOfPackage = Client.List();
EditorApplication.update += ListingCurrentPackageProgress;
}
static void CheckUdpUmpPackageInstalledViaManifest()
{
if (!IsInBatchMode())
{
Debug.unityLogger.LogIAPWarning("When not running in batch mode, it's more reliable to check the presence of UDP via CheckUdpUmpPackageInstalledViaPackageManager, in case the manifest file is out of date.");
}
m_UmpPackageInstalled = false;
if (File.Exists("Packages/manifest.json"))
{
var jsonText = File.ReadAllText("Packages/manifest.json");
m_UmpPackageInstalled = jsonText.Contains(UdpPackageName);
}
}
/// <summary>
/// Since we are changing the billing mode's location, it may be necessary to migrate existing billing
/// mode file to the new location.
/// </summary>
[InitializeOnLoadMethod]
internal static void MigrateBillingMode()
{
try
{
var file = new FileInfo(ModePath);
// This will create the new billing file location, if it already exists, this will not do anything.
file.Directory.Create();
// See if the file already exists in the new location.
if (File.Exists(ModePath))
{
return;
}
// check if the old exists before moving it
if (DoesPrevModePathExist())
{
AssetDatabase.MoveAsset(prevModePath, ModePath);
}
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
internal static bool DoesPrevModePathExist()
{
return File.Exists(prevModePath);
}
// Notice: Multiple files per target supported. While Key must be unique, Value can be duplicated!
static readonly Dictionary<string, AppStore> StoreSpecificFiles = new Dictionary<string, AppStore>()
{
{"billing-5.2.1.aar", AppStore.GooglePlay},
{"AmazonAppStore.aar", AppStore.AmazonAppStore}
};
static readonly Dictionary<string, AppStore> UdpSpecificFiles = new Dictionary<string, AppStore>() {
{ "udp.aar", AppStore.UDP},
{ "udpsandbox.aar", AppStore.UDP},
{ "utils.aar", AppStore.UDP}
};
// Create or read BillingMode.json at Project Editor load
static UnityPurchasingEditor()
{
EditorApplication.delayCall += () =>
{
if (File.Exists(ModePath))
{
var oldAppStore = GetAppStoreSafe();
config = StoreConfiguration.Deserialize(File.ReadAllText(ModePath));
if (oldAppStore != config.androidStore)
{
OnAndroidTargetChange?.Invoke(config.androidStore);
}
}
else
{
CreateDefaultBillingModeFile();
}
};
}
static void CreateDefaultBillingModeFile()
{
TargetAndroidStore(defaultAppStore);
}
#if !ENABLE_EDITOR_GAME_SERVICES
const string SwitchStoreMenuItem = IapMenuConsts.MenuItemRoot + "/Switch Store...";
[MenuItem(SwitchStoreMenuItem, false, 200)]
static void OnSwitchStoreMenu()
{
var window = EditorWindow.GetWindow(typeof(SwitchStoreEditorWindow));
window.titleContent.text = IapMenuConsts.SwitchStoreTitleText;
window.minSize = new Vector2(340, 180);
window.Show();
GameServicesEventSenderHelpers.SendTopMenuSwitchStoreEvent();
}
#else
const string SwitchStoreMenuItem = IapMenuConsts.MenuItemRoot + "/Configure...";
#endif
private static AppStore GetAppStoreSafe()
{
var store = AppStore.NotSpecified;
if (config != null)
{
store = config.androidStore;
}
return store;
}
/// <summary>
/// Target a specified Android store.
/// This sets the correct plugin importer settings for the store
/// and writes the choice to BillingMode.json so the player
/// can choose the correct store API at runtime.
/// Note: This can fail if preconditions are not met for the AppStore.UDP target.
/// </summary>
/// <param name="target">App store to enable for next build</param>
public static void TargetAndroidStore(AppStore target)
{
TryTargetAndroidStore(target);
}
internal static AppStore TryTargetAndroidStore(AppStore target)
{
if (!target.IsAndroid())
{
throw new ArgumentException(string.Format("AppStore parameter ({0}) must be an Android app store", target));
}
if (target == AppStore.UDP)
{
if (!s_udpAvailable || (!IsUdpUmpPackageInstalled() && !IsUdpAssetStorePackageInstalled()) || !UdpSynchronizationApi.CheckUdpCompatibility())
{
if (IsInBatchMode())
{
Debug.unityLogger.LogIAPError(k_UdpErrorText);
}
else
{
UdpInstaller.PromptUdpInstallation();
}
return ConfiguredAppStore();
}
}
ConfigureProject(target);
SaveConfig(target);
OnAndroidTargetChange?.Invoke(target);
var targetString = Enum.GetName(typeof(AppStore), target);
GenericEditorDropdownSelectEventSenderHelpers.SendIapMenuSelectTargetStoreEvent(targetString);
return ConfiguredAppStore();
}
// Unfortunately the UnityEditor API updates only the in-memory list of
// files available to the build when what we want is a persistent modification
// to the .meta files. So we must also rely upon the PostProcessScene attribute
// below to process the
private static void ConfigureProject(AppStore target)
{
foreach (var mapping in StoreSpecificFiles)
{
// All files enabled when store is determined at runtime.
var enabled = target == AppStore.NotSpecified;
// Otherwise this file must be needed on the target.
enabled |= mapping.Value == target;
var path = string.Format("{0}/{1}", BinPath, mapping.Key);
var importer = (PluginImporter)AssetImporter.GetAtPath(path);
if (importer != null)
{
importer.SetCompatibleWithPlatform(BuildTarget.Android, enabled);
}
else
{
// Search for any occurrence of this file
// Only fail if more than one found
var paths = FindPaths(mapping.Key);
if (paths.Length == 1)
{
importer = (PluginImporter)AssetImporter.GetAtPath(paths[0]);
importer.SetCompatibleWithPlatform(BuildTarget.Android, enabled);
}
}
}
var UdpBinPath = IsUdpUmpPackageInstalled() ? PackManUdpBinPath :
IsUdpAssetStorePackageInstalled() ? AssetStoreUdpBinPath :
null;
if (s_udpAvailable && !string.IsNullOrEmpty(UdpBinPath))
{
foreach (var mapping in UdpSpecificFiles)
{
// All files enabled when store is determined at runtime.
var enabled = target == AppStore.NotSpecified;
// Otherwise this file must be needed on the target.
enabled |= mapping.Value == target;
var path = $"{UdpBinPath}/{mapping.Key}";
var importer = (PluginImporter)AssetImporter.GetAtPath(path);
if (importer != null)
{
importer.SetCompatibleWithPlatform(BuildTarget.Android, enabled);
}
else
{
// Search for any occurrence of this file
// Only fail if more than one found
var paths = FindPaths(mapping.Key);
if (paths.Length == 1)
{
importer = (PluginImporter)AssetImporter.GetAtPath(paths[0]);
importer.SetCompatibleWithPlatform(BuildTarget.Android, enabled);
}
}
}
}
}
/// <summary>
/// To enable or disable importation of assets at build-time, collect Project-relative
/// paths matching <paramref name="filename"/>.
/// </summary>
/// <param name="filename">Name of file to search for in this Project</param>
/// <returns>Relative paths matching <paramref name="filename"/></returns>
public static string[] FindPaths(string filename)
{
var paths = new List<string>();
var guids = AssetDatabase.FindAssets(Path.GetFileNameWithoutExtension(filename));
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
var foundFilename = Path.GetFileName(path);
if (filename == foundFilename)
{
paths.Add(path);
}
}
return paths.ToArray();
}
private static void SaveConfig(AppStore enabled)
{
var configToSave = new StoreConfiguration(enabled);
File.WriteAllText(ModePath, StoreConfiguration.Serialize(configToSave));
AssetDatabase.ImportAsset(ModePath);
config = configToSave;
}
internal static AppStore ConfiguredAppStore()
{
if (config == null)
{
return defaultAppStore;
}
return config.androidStore;
}
// Run me to configure the project's set of Android stores before build
[PostProcessScene(0)]
internal static void OnPostProcessScene()
{
if (File.Exists(ModePath))
{
try
{
config = StoreConfiguration.Deserialize(File.ReadAllText(ModePath));
ConfigureProject(config.androidStore);
}
catch (Exception e)
{
#if ENABLE_EDITOR_GAME_SERVICES
Debug.LogError("Unity IAP unable to strip undesired Android stores from build, check file: " + ModePath);
#else
Debug.LogError("Unity IAP unable to strip undesired Android stores from build, use menu (e.g. "
+ SwitchStoreMenuItem + ") and check file: " + ModePath);
#endif
Debug.LogError(e);
}
}
}
[MenuItem(IapMenuConsts.MenuItemRoot + "/Configure...", false, 0)]
private static void ConfigurePurchasingSettings()
{
#if ENABLE_EDITOR_GAME_SERVICES && SERVICES_SDK_CORE_ENABLED
var path = PurchasingSettingsProvider.GetSettingsPath();
SettingsService.OpenProjectSettings(path);
#elif UNITY_2020_3_OR_NEWER
ServicesUtils.OpenServicesProjectSettings(PurchasingService.instance.projectSettingsPath, PurchasingService.instance.settingsProviderClassName);
#else
EditorApplication.ExecuteMenuItem("Window/General/Services");
#endif
GameServicesEventSenderHelpers.SendTopMenuConfigure();
}
}
}