diff options
Diffstat (limited to 'Library/PackageCache/com.unity.collab-proxy@1.2.16/Editor/Collab/Presenters/CollabHistoryPresenter.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.collab-proxy@1.2.16/Editor/Collab/Presenters/CollabHistoryPresenter.cs | 228 |
1 files changed, 228 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.collab-proxy@1.2.16/Editor/Collab/Presenters/CollabHistoryPresenter.cs b/Library/PackageCache/com.unity.collab-proxy@1.2.16/Editor/Collab/Presenters/CollabHistoryPresenter.cs new file mode 100644 index 0000000..91d500b --- /dev/null +++ b/Library/PackageCache/com.unity.collab-proxy@1.2.16/Editor/Collab/Presenters/CollabHistoryPresenter.cs @@ -0,0 +1,228 @@ +using System.Collections.Generic; +using UnityEditor.Connect; +using UnityEditor.Web; + +namespace UnityEditor.Collaboration +{ + internal class CollabHistoryPresenter + { + public const int ItemsPerPage = 5; + ICollabHistoryWindow m_Window; + ICollabHistoryItemFactory m_Factory; + IRevisionsService m_Service; + ConnectInfo m_ConnectState; + CollabInfo m_CollabState; + bool m_IsCollabError; + int m_TotalRevisions; + int m_CurrentPage; + int m_RequestedPage; + bool m_FetchInProgress; + + BuildAccess m_BuildAccess; + string m_ProgressRevision; + public bool BuildServiceEnabled {get; set; } + + public CollabHistoryPresenter(ICollabHistoryWindow window, ICollabHistoryItemFactory factory, IRevisionsService service) + { + m_Window = window; + m_Factory = factory; + m_Service = service; + m_CurrentPage = 0; + m_BuildAccess = new BuildAccess(); + m_Service.FetchRevisionsCallback += OnFetchRevisions; + } + + public void OnWindowEnabled() + { + UnityConnect.instance.StateChanged += OnConnectStateChanged; + Collab.instance.StateChanged += OnCollabStateChanged; + Collab.instance.RevisionUpdated += OnCollabRevisionUpdated; + Collab.instance.JobsCompleted += OnCollabJobsCompleted; + Collab.instance.ErrorOccurred += OnCollabError; + Collab.instance.ErrorCleared += OnCollabErrorCleared; + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + m_ConnectState = UnityConnect.instance.GetConnectInfo(); + m_CollabState = Collab.instance.GetCollabInfo(); + + m_Window.revisionActionsEnabled = !EditorApplication.isPlayingOrWillChangePlaymode; + + // Setup window callbacks + m_Window.OnPageChangeAction = OnUpdatePage; + m_Window.OnUpdateAction = OnUpdate; + m_Window.OnRestoreAction = OnRestore; + m_Window.OnGoBackAction = OnGoBack; + m_Window.OnShowBuildAction = ShowBuildForCommit; + m_Window.OnShowServicesAction = ShowServicePage; + m_Window.itemsPerPage = ItemsPerPage; + + // Initialize data + UpdateBuildServiceStatus(); + var state = RecalculateState(); + // Only try to load the page if we're ready + if (state == HistoryState.Ready) + OnUpdatePage(m_CurrentPage); + m_Window.UpdateState(state, true); + } + + public void OnWindowDisabled() + { + UnityConnect.instance.StateChanged -= OnConnectStateChanged; + Collab.instance.StateChanged -= OnCollabStateChanged; + Collab.instance.RevisionUpdated -= OnCollabRevisionUpdated; + Collab.instance.JobsCompleted -= OnCollabJobsCompleted; + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; + } + + private void OnConnectStateChanged(ConnectInfo state) + { + m_ConnectState = state; + + m_Window.UpdateState(RecalculateState(), false); + } + + private void OnCollabStateChanged(CollabInfo state) + { + // Sometimes a collab state change will trigger even though everything is the same + if (m_CollabState.Equals(state)) + return; + + if (m_CollabState.tip != state.tip) + OnUpdatePage(m_CurrentPage); + + m_CollabState = state; + m_Window.UpdateState(RecalculateState(), false); + if (state.inProgress) + { + m_Window.inProgressRevision = m_ProgressRevision; + } + else + { + m_Window.inProgressRevision = null; + } + } + + private void OnCollabRevisionUpdated(CollabInfo state) + { + OnUpdatePage(m_CurrentPage); + } + + private void OnCollabJobsCompleted(CollabInfo state) + { + m_ProgressRevision = null; + } + + private void OnCollabError() + { + m_IsCollabError = true; + m_Window.UpdateState(RecalculateState(), false); + } + + private void OnCollabErrorCleared() + { + m_IsCollabError = false; + m_FetchInProgress = true; + m_Service.GetRevisions(m_CurrentPage * ItemsPerPage, ItemsPerPage); + m_Window.UpdateState(RecalculateState(), false); + } + + private void OnPlayModeStateChanged(PlayModeStateChange stateChange) + { + // If entering play mode, disable + if (stateChange == PlayModeStateChange.ExitingEditMode || + stateChange == PlayModeStateChange.EnteredPlayMode) + { + m_Window.revisionActionsEnabled = false; + } + // If exiting play mode, enable! + else if (stateChange == PlayModeStateChange.EnteredEditMode || + stateChange == PlayModeStateChange.ExitingPlayMode) + { + m_Window.revisionActionsEnabled = true; + } + } + + private HistoryState RecalculateState() + { + if (!m_ConnectState.online) + return HistoryState.Offline; + if (m_ConnectState.maintenance || m_CollabState.maintenance) + return HistoryState.Maintenance; + if (!m_ConnectState.loggedIn) + return HistoryState.LoggedOut; + if (!m_CollabState.seat) + return HistoryState.NoSeat; + if (!Collab.instance.IsCollabEnabledForCurrentProject()) + return HistoryState.Disabled; + if (!Collab.instance.IsConnected() || !m_CollabState.ready || m_FetchInProgress) + return HistoryState.Waiting; + if (m_ConnectState.error || m_IsCollabError) + return HistoryState.Error; + + return HistoryState.Ready; + } + + // TODO: Eventually this can be a listener on the build service status + public void UpdateBuildServiceStatus() + { + foreach (var service in UnityConnectServiceCollection.instance.GetAllServiceInfos()) + { + if (service.name.Equals("Build")) + { + BuildServiceEnabled = service.enabled; + } + } + } + + public void ShowBuildForCommit(string revisionID) + { + m_BuildAccess.ShowBuildForCommit(revisionID); + } + + public void ShowServicePage() + { + m_BuildAccess.ShowServicePage(); + } + + public void OnUpdatePage(int page) + { + m_FetchInProgress = true; + m_Service.GetRevisions(page * ItemsPerPage, ItemsPerPage); + m_Window.UpdateState(RecalculateState(), false); + m_RequestedPage = page; + } + + private void OnFetchRevisions(RevisionsResult data) + { + m_FetchInProgress = false; + IEnumerable<RevisionData> items = null; + if (data != null) + { + m_CurrentPage = m_RequestedPage; + m_TotalRevisions = data.RevisionsInRepo; + items = m_Factory.GenerateElements(data.Revisions, m_TotalRevisions, m_CurrentPage * ItemsPerPage, m_Service.tipRevision, m_Window.inProgressRevision, m_Window.revisionActionsEnabled, BuildServiceEnabled, m_Service.currentUser); + } + + // State must be recalculated prior to inserting items + m_Window.UpdateState(RecalculateState(), false); + m_Window.UpdateRevisions(items, m_Service.tipRevision, m_TotalRevisions, m_CurrentPage); + } + + private void OnRestore(string revisionId, bool updatetorevision) + { + m_ProgressRevision = revisionId; + Collab.instance.ResyncToRevision(revisionId); + } + + private void OnGoBack(string revisionId, bool updatetorevision) + { + m_ProgressRevision = revisionId; + Collab.instance.GoBackToRevision(revisionId, false); + } + + private void OnUpdate(string revisionId, bool updatetorevision) + { + m_ProgressRevision = revisionId; + Collab.instance.Update(revisionId, updatetorevision); + } + } +} |
