Skip to content
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4,139 changes: 4,139 additions & 0 deletions .editorconfig

Large diffs are not rendered by default.

4 changes: 2 additions & 2 deletions .github/workflows/create-release.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -125,7 +125,7 @@ jobs:
# run: |
# filepath="Builds/airconsole-unity-plugin-v${{ env.version }}.unitypackage"
# if [ ! -f "$filepath" ]; then
# echo "Build validation of airconsole-unity-plugin-v${{ env.version }}unitypackage failed"
# echo "Build validation of airconsole-unity-plugin-v${{ env.version }} unitypackage failed"
# exit 1
# fi

Expand All @@ -140,7 +140,7 @@ jobs:
# uses: softprops/action-gh-release@v1
# if: startsWith(github.ref, 'refs/tags/')
# with:
# files: Builds/release-${{ github.event.inputs.version }}.unitypackage
# files: Builds/airconsole-unity-plugin-v${{ github.event.inputs.version }}.unitypackage
# body: ${{ steps.extract-release-notes.outputs.release_notes }}
# env:
# GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
17 changes: 11 additions & 6 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -35,12 +35,6 @@ obj/
ehthumbs.db
Thumbs.db

# ============ #
# IDEA generated #
# ============ #
/.idea


# ============ #
# Visual Studio Code generated #
# ============ #
Expand All @@ -50,3 +44,14 @@ TestBuilds/
Assets/AirConsole/airconsole.prefs*

Assets/WebGLTemplates/**/airconsole-settings.js

# ============ #
# IntellJ Code Style
# ============ #

!/.idea/
/.idea/*
!/.idea/.idea.airconsole-unity-plugin/
!/.idea/.idea.airconsole-unity-plugin/.idea/
/.idea/.idea.airconsole-unity-plugin/.idea/*
!/.idea/.idea.airconsole-unity-plugin/.idea/codeStyles/
17 changes: 17 additions & 0 deletions .idea/.idea.airconsole-unity-plugin/.idea/codeStyles/Project.xml

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

1 change: 1 addition & 0 deletions .serena/.gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
/cache
6 changes: 6 additions & 0 deletions .serena/memories/project_overview.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
# Project Overview
- Purpose: Unity plugin providing a C# wrapper around the AirConsole JavaScript API so Unity developers can build local multiplayer games that communicate with the AirConsole backend through the embedded web/websocket server.
- Tech stack: Unity/C# scripts plus accompanying assets located primarily under `Assets/`. Targets AirConsole-supported platforms (WebGL and Android TV).
- Repo structure highlights: Unity project root with standard folders (`Assets`, `Packages`, `ProjectSettings`, etc.), csproj files for various Unity modules/tests, documentation PDF in `Assets/AirConsole/Documentation_1.7.pdf`, and changelog/README at root.
- Entry points: open the Unity project (`airconsole-unity-plugin.sln` or via Unity Hub) and use provided AirConsole scenes/examples under `Assets/AirConsole` as the starting point.
- Special notes: includes embedded webserver/websocket server for editor communication, so no extra server dependency is required.
4 changes: 4 additions & 0 deletions .serena/memories/style_and_conventions.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
# Style and Conventions
- Code is written in standard Unity/C# style (PascalCase for classes/methods, camelCase for private fields, serialized fields attributed as needed).
- Project relies on Unity-specific patterns (MonoBehaviours, scriptable objects, etc.); follow Unity's serialization and inspector conventions when modifying scripts.
- No repository-specific linting or formatting rules were documented, so adhere to default C# conventions and Unity best practices.
6 changes: 6 additions & 0 deletions .serena/memories/suggested_commands.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
# Suggested Commands
- `git status` / `git diff` – inspect working tree and patch content.
- `ls` / `find . -name "*.cs"` – explore repository contents on macOS (Darwin) shell.
- `open airconsole-unity-plugin.sln` or launch via Unity Hub to edit/run the Unity project.
- Use the Unity Test Runner inside the Unity Editor to execute EditMode/PlayMode tests (no standalone CLI documented).
- Refer to the embedded documentation PDF at `Assets/AirConsole/Documentation_1.7.pdf` for setup instructions.
6 changes: 6 additions & 0 deletions .serena/memories/task_completion.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
# Task Completion Checklist
- Ensure changes build inside the Unity Editor and do not break the AirConsole example scenes.
- Run relevant Unity EditMode/PlayMode tests through the Unity Test Runner if scripts were modified.
- Update README/CHANGELOG or documentation PDF references if behavior changes.
- Verify WebGL/Android-specific behavior when applicable (e.g., platform messaging, webview debugging instructions).
- Commit with clear messages and keep the embedded webserver/websocket functionality intact.
84 changes: 84 additions & 0 deletions .serena/project.yml
Original file line number Diff line number Diff line change
@@ -0,0 +1,84 @@
# list of languages for which language servers are started; choose from:
# al bash clojure cpp csharp csharp_omnisharp
# dart elixir elm erlang fortran go
# haskell java julia kotlin lua markdown
# nix perl php python python_jedi r
# rego ruby ruby_solargraph rust scala swift
# terraform typescript typescript_vts yaml zig
# Note:
# - For C, use cpp
# - For JavaScript, use typescript
# Special requirements:
# - csharp: Requires the presence of a .sln file in the project folder.
# When using multiple languages, the first language server that supports a given file will be used for that file.
# The first language is the default language and the respective language server will be used as a fallback.
# Note that when using the JetBrains backend, language servers are not used and this list is correspondingly ignored.
languages:
- csharp

# the encoding used by text files in the project
# For a list of possible encodings, see https://docs.python.org/3.11/library/codecs.html#standard-encodings
encoding: "utf-8"

# whether to use the project's gitignore file to ignore files
# Added on 2025-04-07
ignore_all_files_in_gitignore: true

# list of additional paths to ignore
# same syntax as gitignore, so you can use * and **
# Was previously called `ignored_dirs`, please update your config if you are using that.
# Added (renamed) on 2025-04-07
ignored_paths: []

# whether the project is in read-only mode
# If set to true, all editing tools will be disabled and attempts to use them will result in an error
# Added on 2025-04-18
read_only: false

# list of tool names to exclude. We recommend not excluding any tools, see the readme for more details.
# Below is the complete list of tools for convenience.
# To make sure you have the latest list of tools, and to view their descriptions,
# execute `uv run scripts/print_tool_overview.py`.
#
# * `activate_project`: Activates a project by name.
# * `check_onboarding_performed`: Checks whether project onboarding was already performed.
# * `create_text_file`: Creates/overwrites a file in the project directory.
# * `delete_lines`: Deletes a range of lines within a file.
# * `delete_memory`: Deletes a memory from Serena's project-specific memory store.
# * `execute_shell_command`: Executes a shell command.
# * `find_referencing_code_snippets`: Finds code snippets in which the symbol at the given location is referenced.
# * `find_referencing_symbols`: Finds symbols that reference the symbol at the given location (optionally filtered by type).
# * `find_symbol`: Performs a global (or local) search for symbols with/containing a given name/substring (optionally filtered by type).
# * `get_current_config`: Prints the current configuration of the agent, including the active and available projects, tools, contexts, and modes.
# * `get_symbols_overview`: Gets an overview of the top-level symbols defined in a given file.
# * `initial_instructions`: Gets the initial instructions for the current project.
# Should only be used in settings where the system prompt cannot be set,
# e.g. in clients you have no control over, like Claude Desktop.
# * `insert_after_symbol`: Inserts content after the end of the definition of a given symbol.
# * `insert_at_line`: Inserts content at a given line in a file.
# * `insert_before_symbol`: Inserts content before the beginning of the definition of a given symbol.
# * `list_dir`: Lists files and directories in the given directory (optionally with recursion).
# * `list_memories`: Lists memories in Serena's project-specific memory store.
# * `onboarding`: Performs onboarding (identifying the project structure and essential tasks, e.g. for testing or building).
# * `prepare_for_new_conversation`: Provides instructions for preparing for a new conversation (in order to continue with the necessary context).
# * `read_file`: Reads a file within the project directory.
# * `read_memory`: Reads the memory with the given name from Serena's project-specific memory store.
# * `remove_project`: Removes a project from the Serena configuration.
# * `replace_lines`: Replaces a range of lines within a file with new content.
# * `replace_symbol_body`: Replaces the full definition of a symbol.
# * `restart_language_server`: Restarts the language server, may be necessary when edits not through Serena happen.
# * `search_for_pattern`: Performs a search for a pattern in the project.
# * `summarize_changes`: Provides instructions for summarizing the changes made to the codebase.
# * `switch_modes`: Activates modes by providing a list of their names
# * `think_about_collected_information`: Thinking tool for pondering the completeness of collected information.
# * `think_about_task_adherence`: Thinking tool for determining whether the agent is still on track with the current task.
# * `think_about_whether_you_are_done`: Thinking tool for determining whether the task is truly completed.
# * `write_memory`: Writes a named memory (for future reference) to Serena's project-specific memory store.
excluded_tools: []

# initial prompt for the project. It will always be given to the LLM upon activating the project
# (contrary to the memories, which are loaded on demand).
initial_prompt: ""

project_name: "airconsole-unity-plugin"
included_optional_tools: []
82 changes: 82 additions & 0 deletions AGENTS.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,82 @@
# AGENTS GUIDE — Assets/AirConsole Focus

The `airconsole-unity-plugin` project targets Unity 2022.3.x and ships the full AirConsole runtime, editor tooling, Android TV helpers, and WebGL controller templates. This guide is tailored to the contents under `Assets/AirConsole`.

## What Lives in Assets/AirConsole

- `scripts/Runtime`: Core API surface (`AirConsole.cs`), websocket/webview bridges (`WebsocketListener.cs`, `WebViewManager.cs`), runtime settings (`Settings.cs`, `AirconsoleRuntimeSettings.cs`, `NativeGameSizingSettings.cs`), logging (`AirConsoleLogger.cs`, `DebugLevel.cs`), platform runtime configurators, and Android plugin wrappers under `Runtime/Plugin/Android`.
- `scripts/Editor`: Custom inspectors/windows (`Inspector.cs`, `SettingWindow.cs`, `PlayMode.cs`, `SafeAreaTester.cs`, `WebListener.cs`), build automation (`BuildAutomation/*`), project maintenance checks (`ProjectMaintenance/*`), and plugin developer helpers (`PluginDevelopment/*`).
- `scripts/SupportCheck`: Unity version/platform validator ASMDEF used in-editor.
- `scripts/Tests`: ASMDEF-scoped EditMode, PlayMode, and Editor tests.
- `examples`: Sample scenes (`basic`, `pong`, `platformer`, `swipe`, `game-states`, `safe-area`, `translations`) for manual validation.
- `extras`: Controller template HTML and `HighScoreHelper.cs`.
- `plugins`: Managed dependencies (`Newtonsoft.Json.dll`, `websocket-sharp.dll`) plus Android native plugin payload under `plugins/Android`.
- `unity-webview`: Embedded WebView plugin with runtime/editor asmdefs and native binaries under `Plugins`.
- `unity-webview` is an imported external dependency. You are not allowed to alter it.
- Docs and misc: `Documentation_1.7.pdf`, `Documentation for AndroidTV.pdf`, `Upgrade_Plugin_Version.md`, `README.txt`, `airconsole.prefs`, and the distributable `airconsole-code.unitypackage`.

## Runtime Essentials

- **API + bridge**: `AirConsole.cs` exposes the public API; `WebsocketListener` routes JSON actions/events; `WebViewManager` coordinates the embedded webview. Add new events in both the listener and the API surface.
- **Config assets**: `AirconsoleRuntimeSettings.asset` and `NativeGameSizingSettings.asset` (in `scripts/Runtime/Resources`) hold defaults for ports, safe-area sizing, etc. Adjust via the editor UI instead of hardcoding.
- **Platform setup**: Implementations of `IRuntimeConfigurator` (`AndroidRuntimeConfigurator`, `WebGLRuntimeConfigurator`, `EditorRuntimeConfigurator`) handle platform-specific initialization. Extend these rather than branching deep in the API.
- **Android plugin wrappers**: `PluginManager`, `AndroidUnityUtils`, and callback helpers (`UnityPluginExecutionCallback`, `UnityPluginStringCallback`, `GenericUnityPluginCallback`, `UnityAndroidObjectProvider`) encapsulate Java bridge calls. Keep new native hooks consistent with these wrappers.
- **Logging & diagnostics**: Use `AirConsoleLogger` with `DebugLevel` enums to respect runtime debug settings.

## Editor & Build Tooling

- **UI/inspectors**: `SettingWindow`, `Inspector`, `PlayMode`, `SafeAreaTester`, and `WebListener` provide editor UI and simulator hooks. Prefer extending these instead of adding ad-hoc windows.
- **Build automation** (`scripts/Editor/BuildAutomation`):
- `PreBuildProcessing` and `PostBuildProcess` wrap pre/post hooks; post steps validate WebGL template AirConsole JS versions.
- `AndroidManifestProcessor`, `AndroidGradleProcessor`, `AndroidProjectProcessor`, `AndroidManifest`, and `AndroidXMLDocument` mutate generated Android projects/manifests. Use these helpers instead of manual IO.
- **Project maintenance** (`ProjectMaintenance`): `ProjectDependencyCheck`, `SemVerCheck`, and `ProjectConfigurationCheck` enforce Unity version and project settings; `ProjectPreferenceManager/ProjectPreferences` manage stored preferences; `ProjectUpgradeEditor` supports upgrade flows.
- **Plugin development helpers** (`PluginDevelopment`): `BuildHelper` hosts build/packaging entry points (Web/Android) and can auto-zip or auto-commit; `DevelopmentTools` includes additional packager utilities.

## Tests, Samples, Validation

- Tests live under `scripts/Tests` (EditMode/PlayMode/Editor asmdefs). Run via Unity Test Runner; some PlayMode tests expect Android as the active build target.
- Manual checks: leverage sample scenes in `examples` to verify controller flows, safe-area behavior, translations, and Android TV input.
- WebGL validation: keep `PostBuildProcess` version checks aligned with the AirConsole JS used in `Assets/WebGLTemplates/AirConsole-*`.

## Dependencies & Third-Party

- Managed DLLs: `Newtonsoft.Json.dll` and `websocket-sharp.dll` are under `plugins/` and referenced by runtime asmdefs.
- Embedded webview: `unity-webview` includes runtime/editor code plus native libs under `unity-webview/Plugins`.
- Android native pieces are under `plugins/Android`; ensure gradle/manifest processors remain compatible when updating them.

## Common Workflows

- **Add/extend an API event**: Update `WebsocketListener` to parse/route the action, expose it in `AirConsole`, and wire through logging; add tests where possible.
- **Adjust runtime defaults**: Modify `AirconsoleRuntimeSettings.asset` or `NativeGameSizingSettings.asset` (via editor windows). Avoid hardcoded constants in code.
- **Android manifest/Gradle edits**: Implement changes in `AndroidManifestProcessor`/`AndroidGradleProcessor`/`AndroidProjectProcessor`; ensure `useCustomMainManifest` stays enabled.
- **WebGL template/JS version bumps**: Update constants/regex in `PostBuildProcess`, refresh `Settings.RequiredMinimumVersion` if needed, and sync HTML in `Assets/WebGLTemplates/AirConsole-*`.
- **Packaging/exports**: Use `BuildHelper.BuildWeb()`, `BuildHelper.BuildAndroid()`, or `BuildHelper.BuildAndroidInternal()`; they run configuration checks and can zip outputs.

## Guardrails & Gotchas

- Conditional compilation is heavily used: `#if !DISABLE_AIRCONSOLE`, `UNITY_ANDROID`, `UNITY_EDITOR`, `UNITY_WEBGL`. Keep new code behind appropriate defines and asmdefs.
- Respect asmdef boundaries (`AirConsole.Runtime`, `AirConsole.Editor`, `AirConsole.SupportCheck`, `AirConsole.Examples`, `unity-webview`); place new files in matching folders.
- Embedded websocket/webview server underpins editor play; avoid breaking `WebsocketListener`/`WebViewManager` interactions (ports come from runtime settings).
- Safe-area handling is central for Android TV/Automotive—maintain `OnSafeAreaChanged` flows and avoid state changes before safe-area readiness.
- Build helper may auto-commit with `build: TIMESTAMP` when uncommitted changes exist; be mindful when running locally.

## Event Queue Architecture (Thread-Safe Callbacks)

The WebView plugin uses a thread-safe event queue to handle callbacks from native code (Android only at this point):

### Event Processing Lifecycle

Events are processed at multiple points to ensure timely delivery:

1. **`Update()`**: Primary drain point (every frame)
2. **`LateUpdate()`**: Secondary drain (end of frame)
3. **`FixedUpdate()`**: Tertiary drain (physics frame / fixed timestep / before rendering)
4. **`OnApplicationPause(false)`**: Flush on resume
5. **`OnDisable()`**: Flush before component teardown
6. **`OnApplicationQuit()`**: Final flush before app exit

## Additional References

- `Documentation_1.7.pdf` (setup/examples), `Documentation for AndroidTV.pdf`, and `Upgrade_Plugin_Version.md` for upgrade flows.
- Controller HTML template: `extras/controller-template.html`.
- Quick intro: `Assets/AirConsole/README.txt`; preferences file `airconsole.prefs`.
Loading