Add a development-server based remote hot reload so script/resource changes made on the host are synced and reloaded live on devices whose game bundle is read-only (iOS app bundle, Android APK). - Implement the previously stubbed `eve dev` command as a small HTTP file server (GET /manifest, /raw/<path>, /ping) serving a game directory. - Extend HotReload with a background remote-sync client: poll the server manifest, compare mtime/size, download changed files into a writable overlay directory mounted at "/" via the new Filesystem::mountRealDirectory, and queue changed virtual paths for the script layer to dofile/reload. - Wire it into load.nut: config.devServer/devSyncMs, shared handle_change(), poll_remote_reload(), and a `eve run --dev-server <url>` CLI override. - Add iOS/Android hot-reload dir helpers and cleartext-HTTP platform config (iOS ATS + NSLocalNetworkUsageDescription, Android usesCleartextTraffic). - Add test/remotesync.cpp covering overlay shadowing, end-to-end sync, and unreachable-recovery; update docs.
android target SDK notes
This tree (under the android SDK's platform/) is the APK packaging template.
On a dev machine (not on-device):
- Copy SDK
lib/libmain.so,libSDL2.so,libc++_shared.so(andlibhidapi.soif present) intoapk/app/src/main/jniLibs/<abi>/. - Copy your game into
apk/app/src/main/assets/game/. - Build with Gradle (
./gradlew assembleDebug/assembleRelease).
Native plugins (.so) for the same ABI go into jniLibs and are loaded from script
with eve.Plugins().load(...).