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Added file that previously wasn't being copied to the Unity package
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tom-weiland committed Nov 14, 2021
1 parent 631f946 commit 23a194b
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Showing 3 changed files with 28 additions and 4 deletions.
4 changes: 0 additions & 4 deletions RiptideNetworking/RiptideNetworking/RiptideNetworking.csproj
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Expand Up @@ -32,10 +32,6 @@
<UPMSourceFiles Include="$(ProjectDir)\**\*.cs" Exclude="$(ProjectDir)\obj\**\*.*" />
</ItemGroup>

<ItemGroup>
<UPMSourceFiles Remove="Transports\ICommon.cs" />
</ItemGroup>

<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<MSBuild Condition="'$(IncludeTransport)' == 'yes'" Projects="$(MSBuildProjectFile)" Properties="IncludeTransport=no" />
<Exec Condition="'$(IncludeTransport)' == 'yes'" Command="if $(ConfigurationName) == Release xcopy $(ProjectDir)$(OutDir)$(TargetName).dll $(SolutionDir)..\Demos\Unity\Server\Assets\Scripts\Multiplayer\$(TargetName).dll /y&#xD;&#xA;if $(ConfigurationName) == Release xcopy $(ProjectDir)$(OutDir)$(TargetName).xml $(SolutionDir)..\Demos\Unity\Server\Assets\Scripts\Multiplayer\$(TargetName).xml /y&#xD;&#xA;&#xD;&#xA;if $(ConfigurationName) == Release xcopy $(ProjectDir)$(OutDir)$(TargetName).dll $(SolutionDir)..\Demos\Unity\Client\Assets\Scripts\Multiplayer\$(TargetName).dll /y&#xD;&#xA;if $(ConfigurationName) == Release xcopy $(ProjectDir)$(OutDir)$(TargetName).xml $(SolutionDir)..\Demos\Unity\Client\Assets\Scripts\Multiplayer\$(TargetName).xml /y" />
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17 changes: 17 additions & 0 deletions UnityPackage/Runtime/Transports/ICommon.cs
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@@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Text;

namespace RiptideNetworking.Transports
{
/// <summary>Defines methods, properties, and events which every transport's server and client must implement.</summary>
public interface ICommon
{
/// <summary>Whether or not to output informational log messages. Error-related log messages ignore this setting.</summary>
bool ShouldOutputInfoLogs { get; set; }

/// <summary>Initiates handling of currently queued messages.</summary>
/// <remarks>This should generally be called from within a regularly executed update loop (like FixedUpdate in Unity). Messages will continue to be received in between calls, but won't be handled fully until this method is executed.</remarks>
void Tick();
}
}
11 changes: 11 additions & 0 deletions UnityPackage/Runtime/Transports/ICommon.cs.meta

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