added hotreload
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@@ -0,0 +1,61 @@
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using System;
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using System.Globalization;
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using SingularityGroup.HotReload.DTO;
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using UnityEditor;
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using UnityEditor.VSAttribution.HotReload;
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using UnityEngine;
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using UnityEngine.Analytics;
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namespace SingularityGroup.HotReload.Editor {
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internal static class Attribution {
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internal const string LastLoginKey = "HotReload.Attribution.LastAttributionEventAt";
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//Resend attribution event every 12 hours to be safe
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static readonly TimeSpan resendPeriod = TimeSpan.FromHours(12);
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//The last time the attribution event was sent.
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//Returns unix epoch in case it has never been sent before.
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static DateTime LastAttributionEventAt {
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get {
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if(EditorPrefs.HasKey(LastLoginKey)) {
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return DateTime.ParseExact(EditorPrefs.GetString(LastLoginKey), "o", CultureInfo.InvariantCulture, DateTimeStyles.AssumeUniversal);
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}
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return DateTimeOffset.FromUnixTimeSeconds(0).UtcDateTime;
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}
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set {
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EditorPrefs.SetString(LastLoginKey, value.ToUniversalTime().ToString("o"));
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}
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}
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const string actionName = "Login";
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const string partnerName = "The Naughty Cult Ltd.";
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public static void RegisterLogin(LoginStatusResponse response) {
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//Licensing might not be initialized yet.
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//The hwId should be set eventually.
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if(response?.hardwareId == null) {
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return;
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}
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//Only forward attribution if this is an asset store build.
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//We will still distribute this package outside of the asset store (i.e via our website).
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if (!PackageConst.IsAssetStoreBuild) {
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return;
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}
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var now = DateTime.UtcNow;
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//If we sent an attribution event in the last 12 hours we should already be good.
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if (now - LastAttributionEventAt < resendPeriod) {
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return;
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}
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var result = VSAttribution.SendAttributionEvent(actionName, partnerName, response.hardwareId);
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//Retry on transient errors
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if (result == AnalyticsResult.NotInitialized) {
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return;
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}
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LastAttributionEventAt = now;
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}
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}
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}
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