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Merge branch 'release-3.3.5' into fix/auto-select-options-for-new-platforms
2 parents ec3f0a2 + 7d51446 commit 40bf74d

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7 files changed

+35
-34
lines changed

7 files changed

+35
-34
lines changed

Assets/Plugins/Source/Editor/com.playeveryware.eos-Editor.asmdef

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@@ -6,7 +6,8 @@
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"GUID:478a2357cc57436488a56e564b08d223",
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"GUID:3a63500f0eef43a438c0553491f7c5da",
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"GUID:4a3cd13b0378c984c9688988d6a41c57",
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"GUID:be1f6e9efffcfce41aeb5c2f4c27cf75"
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"GUID:be1f6e9efffcfce41aeb5c2f4c27cf75",
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"GUID:793f42bcdc73d104e91ec29d214254da"
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],
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"includePlatforms": [
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"Editor"

Assets/Tests/Common/CodeCoverageHistoryCleaner.cs

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@@ -23,17 +23,13 @@
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namespace PlayEveryWare.EpicOnlineServices.Tests
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{
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using EpicOnlineServices.Editor.Utility;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml.Linq;
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3130
using System;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using Utility;
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using JsonUtility = Utility.JsonUtility;
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/// <summary>
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/// This class consolidates any code coverage history data output from the

Assets/Plugins/Source/Editor/Configs/UnitTestConfig.cs renamed to Assets/Tests/Common/UnitTestConfig.cs

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@@ -24,13 +24,13 @@
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namespace PlayEveryWare.EpicOnlineServices.Tests
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{
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using EpicOnlineServices.Editor;
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using EpicOnlineServices.Editor.Config;
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using Utility;
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using System;
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using Config = Config;
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[Serializable]
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[ConfigGroup("EOS Unit Test Configuration")]
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public partial class UnitTestConfig : EditorConfig
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public partial class UnitTestConfig : Config
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{
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/// <summary>
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/// The IP address of the machine running the EOS_DevAuthTool.
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/// </summary>
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public bool Enable;
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protected UnitTestConfig() : base("eos_automated_test_config.json") { }
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protected UnitTestConfig() : base(
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"eos_automated_test_config.json",
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FileSystemUtility.CombinePaths(
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FileSystemUtility.GetProjectPath(),
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"etc/config/")) { }
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static UnitTestConfig()
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{

Assets/Plugins/Source/Editor/Configs/UnitTestConfig.cs.meta renamed to Assets/Tests/Common/UnitTestConfig.cs.meta

Lines changed: 1 addition & 1 deletion
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Assets/Tests/Common/com.playeveryware.eos.tests.common.asmdef

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"GUID:27619889b8ba8c24980f49ee34dbb44a",
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"GUID:0acc523941302664db1f4e527237feb3",
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"GUID:3a63500f0eef43a438c0553491f7c5da",
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"GUID:cc11d9857b82d9b458fca637d5cb33fb",
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"GUID:37180d43aa4b85c4b9076e2ef48a3b2a"
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],
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"includePlatforms": [],

com.playeveryware.eos/Runtime/Core/Config/PlatformConfig.cs

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@@ -308,6 +308,8 @@ protected override void OnReadCompleted()
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Write();
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}
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#endif
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// If thread affinity is null then instantiate it.
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threadAffinity ??= new();
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}
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#region Logic for Migrating Override Values from Previous Structure

com.playeveryware.eos/Runtime/Core/Utility/FileSystemUtility.cs

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@@ -53,7 +53,7 @@ namespace PlayEveryWare.EpicOnlineServices.Utility
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/// <summary>
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/// Utility class used for a variety of File tasks.
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/// </summary>
56-
internal static class FileSystemUtility
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public static class FileSystemUtility
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{
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// This compile conditional exists because the following functions
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// make use of the System.Linq namespace which is undesirable to use
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}
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}
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420-
/// <summary>
421-
/// Returns the root of the Unity project.
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/// </summary>
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/// <returns>Fully-qualified file path to the root of the Unity project.</returns>
424-
public static string GetProjectPath()
425-
{
426-
// Assuming the current directory is within the project (e.g., in the Editor or during Play mode)
427-
string assetsPath = CombinePaths(Directory.GetCurrentDirectory(), "Assets");
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// Ensure the Assets folder exists at the expected location
430-
if (DirectoryExists(assetsPath))
431-
{
432-
// Move up one directory from Assets to get the root directory of the project
433-
return Path.GetFullPath(CombinePaths(assetsPath, ".."));
434-
}
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436-
// If running in a different context or the assumption is wrong, handle accordingly
437-
throw new DirectoryNotFoundException("Unable to locate the Assets folder from the current directory.");
438-
}
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440-
441420
#region Line Ending Manipulations
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443422
public static void ConvertDosToUnixLineEndings(string filename)
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771750
return await Task.FromResult(exists);
772751
}
773752

774-
#endregion
753+
#endregion
754+
755+
/// <summary>
756+
/// Returns the root of the Unity project.
757+
/// </summary>
758+
/// <returns>Fully-qualified file path to the root of the Unity project.</returns>
759+
public static string GetProjectPath()
760+
{
761+
// Assuming the current directory is within the project (e.g., in the Editor or during Play mode)
762+
string assetsPath = CombinePaths(Directory.GetCurrentDirectory(), "Assets");
763+
764+
// Ensure the Assets folder exists at the expected location
765+
if (DirectoryExists(assetsPath))
766+
{
767+
// Move up one directory from Assets to get the root directory of the project
768+
return Path.GetFullPath(CombinePaths(assetsPath, ".."));
769+
}
770+
771+
// If running in a different context or the assumption is wrong, handle accordingly
772+
throw new DirectoryNotFoundException("Unable to locate the Assets folder from the current directory.");
773+
}
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776775
public static void NormalizePath(ref string path)
777776
{

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