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Update for building game on Android Device #4

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50 changes: 50 additions & 0 deletions Assets/Plugins/link.xml
Original file line number Diff line number Diff line change
@@ -0,0 +1,50 @@
<linker>
<assembly fullname="System">
<type fullname="System.ComponentModel.TypeConverter" preserve="all"/>
<type fullname="System.ComponentModel.ArrayConverter" preserve="all"/>
<type fullname="System.ComponentModel.BaseNumberConverter" preserve="all"/>
<type fullname="System.ComponentModel.BooleanConverter" preserve="all"/>
<type fullname="System.ComponentModel.ByteConverter" preserve="all"/>
<type fullname="System.ComponentModel.CharConverter" preserve="all"/>
<type fullname="System.ComponentModel.CollectionConverter" preserve="all"/>
<type fullname="System.ComponentModel.ComponentConverter" preserve="all"/>
<type fullname="System.ComponentModel.CultureInfoConverter" preserve="all"/>
<type fullname="System.ComponentModel.DateTimeConverter" preserve="all"/>
<type fullname="System.ComponentModel.DecimalConverter" preserve="all"/>
<type fullname="System.ComponentModel.DoubleConverter" preserve="all"/>
<type fullname="System.ComponentModel.EnumConverter" preserve="all"/>
<type fullname="System.ComponentModel.ExpandableObjectConverter" preserve="all"/>
<type fullname="System.ComponentModel.Int16Converter" preserve="all"/>
<type fullname="System.ComponentModel.Int32Converter" preserve="all"/>
<type fullname="System.ComponentModel.Int64Converter" preserve="all"/>
<type fullname="System.ComponentModel.NullableConverter" preserve="all"/>
<type fullname="System.ComponentModel.SByteConverter" preserve="all"/>
<type fullname="System.ComponentModel.SingleConverter" preserve="all"/>
<type fullname="System.ComponentModel.StringConverter" preserve="all"/>
<type fullname="System.ComponentModel.TimeSpanConverter" preserve="all"/>
<type fullname="System.ComponentModel.UInt16Converter" preserve="all"/>
<type fullname="System.ComponentModel.UInt32Converter" preserve="all"/>
<type fullname="System.ComponentModel.UInt64Converter" preserve="all"/>
</assembly>

<!--https://docs.microsoft.com/en-us/dotnet/api/system.linq.expressions.lambdaexpression.name?view=netframework-4.7.2&viewFallbackFrom=netframework-2.0-->
<assembly fullname="System.Core">
<type fullname="System.Linq.Expressions" preserve="all"/>
<type fullname="System.Linq.Expressions.*" preserve="all"/>
<type fullname="System.Linq.Expressions.Interpreter.LightLambda" preserve="all"/>
<type fullname="System.Linq.Expressions.LambdaExpression" preserve="all"/>
</assembly>
<assembly fullname="System.Linq.Expressions">
<type fullname="System.Linq.Expressions" preserve="all"/>
<type fullname="System.Linq.Expressions.*" preserve="all"/>
<type fullname="System.Linq.Expressions.Interpreter.LightLambda" preserve="all"/>
<type fullname="System.Linq.Expressions.LambdaExpression" preserve="all"/>
</assembly>
<assembly fullname="netstandard">
<type fullname="System.Linq.Expressions" preserve="all"/>
<type fullname="System.Linq.Expressions.*" preserve="all"/>
<type fullname="System.Linq.Expressions.Interpreter.LightLambda" preserve="all"/>
<type fullname="System.Linq.Expressions.LambdaExpression" preserve="all"/>
</assembly>
<assembly fullname="LiteDB" preserve="all"/>
</linker>
2 changes: 2 additions & 0 deletions Assets/Scripts/GameManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@ public sealed class GameManager : ManualSingleton<GameManager> {

ConcurrentQueue<Func<IEnumerator>> _coroutineRequests = new ConcurrentQueue<Func<IEnumerator>>();

public static string PersistentDataPath;
public bool IsServer { get; private set; }
public bool IsClient { get; private set; }

Expand Down Expand Up @@ -72,6 +73,7 @@ public void StartCoroutineThreadSafe(Func<IEnumerator> enumerator) {
}

void Start() {
PersistentDataPath = Application.persistentDataPath;
IsServer = NetworkOptions.StartServer;
IsClient = NetworkOptions.StartClient;
var inst = Instance;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ public ServerSaveLoadController(ServerGameManager owner) : base(owner) { }

const string SAVE_DATA_FILE_NAME = "chunks.list";

const string SaveDirPath = "Save/";
string SaveDirPath => GameManager.PersistentDataPath + "/Save/";

bool _ioAlive = false;
Thread _ioThread = null;
Expand Down