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Merge pull request #929 from PlayEveryWare/release-3.3.3
Release `v3.3.3`
2 parents 2a18ec7 + c740e94 commit d29dbbe

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README.md renamed to .github/README.md

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<a href="/readme.md"><img src="/com.playeveryware.eos/Documentation~/images/PlayEveryWareLogo.gif" alt="Lobby Screenshot" width="5%"/></a>
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<a href="/README.md"><img src="/com.playeveryware.eos/Documentation~/images/PlayEveryWareLogo.gif" alt="Lobby Screenshot" width="5%"/></a>
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<div align="center"> <img src="/com.playeveryware.eos/Documentation~/images/EOSPluginLogo.png" alt="PlayEveryWare EOS Plugin for Unity" /> </div>
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<a href="">[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)</a>
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<a href="">![Unity](https://img.shields.io/badge/Unity-2021.3.16f1-blue)</a>
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<img src="tools/coverage/results/Report/badge_linecoverage.svg" />
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</div>
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.github/workflows/check-for-package-difference.yml

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const response = await github.rest.repos.getContent({
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owner: context.repo.owner,
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repo: context.repo.repo,
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path: 'etc/PackageTemplate/package.json',
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path: 'com.playeveryware.eos/package.json',
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ref: '${{ env.OLD_BRANCH_NAME }}'
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});
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Assets/EOS/EOSManager.prefab

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Assets/Plugins/Android/Core/AndroidFileIOHelper.cs

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namespace PlayEveryWare.EpicOnlineServices
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{
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using System;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Networking;
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public class AndroidFileIOHelper : MonoBehaviour
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public class AndroidFileIOHelper
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{
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public static string ReadAllText(string filePath)
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public static async Task<string> ReadAllText(string filePath)
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{
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using (var request = UnityEngine.Networking.UnityWebRequest.Get(filePath))
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using UnityWebRequest request = UnityWebRequest.Get(filePath);
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request.timeout = 2; //seconds till timeout
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UnityWebRequestAsyncOperation operation = request.SendWebRequest();
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while (!operation.isDone)
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{
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request.timeout = 2; //seconds till timeout
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request.SendWebRequest();
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await Task.Yield();
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}
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//Wait till webRequest completed
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while (!request.isDone) { }
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string text = null;
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#if UNITY_2020_1_OR_NEWER
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if (request.result != UnityEngine.Networking.UnityWebRequest.Result.Success)
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{
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Debug.Log("Requesting " + filePath + ", please make sure it exists and is a valid config");
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throw new Exception("UnityWebRequest didn't succeed, Result : " + request.result);
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}
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#else
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if (request.isNetworkError || request.isHttpError)
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switch (request.result)
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{
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Debug.Log("Requesting " + filePath + ", please make sure it exists and is a valid config");
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throw new Exception("UnityWebRequest didn't succeed : Network or HTTP Error");
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}
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#endif
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return request.downloadHandler.text;
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case UnityWebRequest.Result.InProgress:
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// This should not happen, because of the Task.Yield() call
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// above.
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Debug.LogWarning("AndroidFileIOHelper: For some reason " +
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"the request is still in progress.");
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break;
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case UnityWebRequest.Result.ConnectionError:
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case UnityWebRequest.Result.ProtocolError:
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case UnityWebRequest.Result.DataProcessingError:
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Debug.LogError($"AndroidFileIOHelper: " +
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$"UnityWebRequest for path " +
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$"\"{filePath},\" failed with error code " +
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$"'{request.result},' and error, " +
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$"\"{request.error}.\"");
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break;
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case UnityWebRequest.Result.Success:
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text = request.downloadHandler.text;
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break;
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default:
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ArgumentException unknownResultException =
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new($"Unrecognized result returned from {nameof(UnityWebRequest)}: {request.result}.");
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Debug.LogException(unknownResultException);
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throw unknownResultException;
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}
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return text;
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}
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}
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}

Assets/Plugins/EOSManager.prefab

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Assets/Plugins/Source/Editor/Build/BuildRunner.cs

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* SOFTWARE.
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*/
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namespace PlayEveryWare.EpicOnlineServices.Build
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namespace PlayEveryWare.EpicOnlineServices.Editor.Build
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{
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using Editor.Utility;
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using Config;
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using Utility;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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Assets/Plugins/Source/Editor/Build/IPlatformSpecificBuilder.cs

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* SOFTWARE.
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*/
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namespace PlayEveryWare.EpicOnlineServices.Build
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namespace PlayEveryWare.EpicOnlineServices.Editor.Build
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{
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using UnityEditor.Build.Reporting;
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Assets/Plugins/Source/Editor/Build/PlatformSpecificBuilder.cs

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* SOFTWARE.
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*/
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namespace PlayEveryWare.EpicOnlineServices.Build
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namespace PlayEveryWare.EpicOnlineServices.Editor.Build
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{
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using Editor.Config;
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using Config;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor.Build.Reporting;
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using Debug = UnityEngine.Debug;
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using UnityEditor;
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using PlayEveryWare.EpicOnlineServices.Editor;
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using System;
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using System.Threading.Tasks;
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using Utility;
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using Config = EpicOnlineServices.Config;
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public abstract class PlatformSpecificBuilder : IPlatformSpecificBuilder,
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IPreprocessBuildWithReport

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