com.unity.netcode.gameobjects@2.0.0-exp.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
@@ -21,6 +21,7 @@ namespace Unity.Netcode.Editor.CodeGen
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public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll";
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public const string RuntimeAssemblyName = "Unity.Netcode.Runtime";
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public const string ComponentsAssemblyName = "Unity.Netcode.Components";
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public static readonly string NetworkBehaviour_FullName = typeof(NetworkBehaviour).FullName;
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public static readonly string INetworkMessage_FullName = typeof(INetworkMessage).FullName;
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@@ -17,7 +17,7 @@ namespace Unity.Netcode.Editor.CodeGen
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{
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public override ILPPInterface GetInstance() => this;
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public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
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public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName || compiledAssembly.Name == CodeGenHelpers.ComponentsAssemblyName;
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private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
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@@ -31,6 +31,43 @@ namespace Unity.Netcode.Editor.CodeGen
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private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
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public void AddWrappedType(TypeReference wrappedType)
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{
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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var resolved = wrappedType.Resolve();
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if (resolved != null)
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{
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if (resolved.FullName == "System.Collections.Generic.List`1")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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}
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if (resolved.FullName == "System.Collections.Generic.HashSet`1")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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}
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else if (resolved.FullName == "System.Collections.Generic.Dictionary`2")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[1]);
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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else if (resolved.FullName == "Unity.Collections.NativeHashSet`1")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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}
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else if (resolved.FullName == "Unity.Collections.NativeHashMap`2")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[1]);
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}
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#endif
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}
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}
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}
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public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
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{
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if (!WillProcess(compiledAssembly))
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@@ -87,10 +124,7 @@ namespace Unity.Netcode.Editor.CodeGen
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if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
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{
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var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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@@ -101,10 +135,7 @@ namespace Unity.Netcode.Editor.CodeGen
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if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
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{
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var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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}
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@@ -241,6 +272,36 @@ namespace Unity.Netcode.Editor.CodeGen
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serializeMethod?.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "System.Collections.Generic.List`1")
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{
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var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "System.Collections.Generic.HashSet`1")
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{
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var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "System.Collections.Generic.Dictionary`2")
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{
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var wrappedKeyType = ((GenericInstanceType)type).GenericArguments[0];
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var wrappedValType = ((GenericInstanceType)type).GenericArguments[1];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedKeyType);
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serializeMethod.GenericArguments.Add(wrappedValType);
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equalityMethod.GenericArguments.Add(wrappedKeyType);
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equalityMethod.GenericArguments.Add(wrappedValType);
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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else if (type.Resolve().FullName == "Unity.Collections.NativeList`1")
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{
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@@ -267,12 +328,30 @@ namespace Unity.Netcode.Editor.CodeGen
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef);
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}
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if (serializeMethod != null)
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{
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serializeMethod.GenericArguments.Add(wrappedType);
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}
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serializeMethod?.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "Unity.Collections.NativeHashSet`1")
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{
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var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "Unity.Collections.NativeHashMap`2")
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{
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var wrappedKeyType = ((GenericInstanceType)type).GenericArguments[0];
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var wrappedValType = ((GenericInstanceType)type).GenericArguments[1];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedKeyType);
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serializeMethod.GenericArguments.Add(wrappedValType);
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equalityMethod.GenericArguments.Add(wrappedKeyType);
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equalityMethod.GenericArguments.Add(wrappedValType);
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}
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#endif
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else if (type.IsValueType)
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{
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@@ -398,7 +477,12 @@ namespace Unity.Netcode.Editor.CodeGen
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef;
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef;
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#endif
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef;
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@@ -415,7 +499,12 @@ namespace Unity.Netcode.Editor.CodeGen
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef;
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef;
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#endif
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef;
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private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor;
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@@ -940,7 +1029,22 @@ namespace Unity.Netcode.Editor.CodeGen
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableList):
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m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashSet):
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m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashMap):
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m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef = method;
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break;
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#endif
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_List):
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m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_HashSet):
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m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_Dictionary):
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m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_ManagedINetworkSerializable):
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m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
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break;
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@@ -971,7 +1075,22 @@ namespace Unity.Netcode.Editor.CodeGen
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableList):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashSet):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashMap):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef = method;
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break;
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#endif
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_List):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_HashSet):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_Dictionary):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEquals):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
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break;
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@@ -1246,10 +1365,7 @@ namespace Unity.Netcode.Editor.CodeGen
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continue;
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}
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var wrappedType = genericInstanceType.GenericArguments[idx];
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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}
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@@ -1282,10 +1398,7 @@ namespace Unity.Netcode.Editor.CodeGen
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continue;
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}
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var wrappedType = genericInstanceType.GenericArguments[idx];
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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}
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@@ -19,7 +19,7 @@ namespace Unity.Netcode.Editor.Configuration
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{
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// First parameter is the path in the Settings window.
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// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
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var provider = new SettingsProvider("Project/NetcodeForGameObjects", SettingsScope.Project)
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var provider = new SettingsProvider("Project/Multiplayer/NetcodeForGameObjects", SettingsScope.Project)
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{
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label = "Netcode for GameObjects",
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keywords = new[] { "netcode", "editor" },
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@@ -1,6 +1,3 @@
|
||||
#if UNITY_2022_3_OR_NEWER && (RELAY_SDK_INSTALLED && !UNITY_WEBGL ) || (RELAY_SDK_INSTALLED && UNITY_WEBGL && UTP_TRANSPORT_2_0_ABOVE)
|
||||
#define RELAY_INTEGRATION_AVAILABLE
|
||||
#endif
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
@@ -33,7 +30,7 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_ProtocolVersionProperty;
|
||||
private SerializedProperty m_NetworkTransportProperty;
|
||||
private SerializedProperty m_TickRateProperty;
|
||||
private SerializedProperty m_MaxObjectUpdatesPerTickProperty;
|
||||
private SerializedProperty m_SessionModeProperty;
|
||||
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
|
||||
private SerializedProperty m_ConnectionApprovalProperty;
|
||||
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
|
||||
@@ -41,6 +38,7 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_EnableSceneManagementProperty;
|
||||
private SerializedProperty m_RecycleNetworkIdsProperty;
|
||||
private SerializedProperty m_NetworkIdRecycleDelayProperty;
|
||||
private SerializedProperty m_SpawnTimeOutProperty;
|
||||
private SerializedProperty m_RpcHashSizeProperty;
|
||||
private SerializedProperty m_LoadSceneTimeOutProperty;
|
||||
private SerializedProperty m_PrefabsList;
|
||||
@@ -51,27 +49,6 @@ namespace Unity.Netcode.Editor
|
||||
private readonly List<Type> m_TransportTypes = new List<Type>();
|
||||
private string[] m_TransportNames = { "Select transport..." };
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
Initialize();
|
||||
CheckNullProperties();
|
||||
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
DrawInstallMultiplayerToolsTip();
|
||||
#endif
|
||||
|
||||
if (m_NetworkManager.IsServer || m_NetworkManager.IsClient)
|
||||
{
|
||||
DrawDisconnectButton();
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawAllPropertyFields();
|
||||
ShowStartConnectionButtons();
|
||||
}
|
||||
}
|
||||
|
||||
private void ReloadTransports()
|
||||
{
|
||||
m_TransportTypes.Clear();
|
||||
@@ -120,15 +97,20 @@ namespace Unity.Netcode.Editor
|
||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
|
||||
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
@@ -148,325 +130,213 @@ namespace Unity.Netcode.Editor
|
||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
|
||||
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
}
|
||||
|
||||
private void DrawAllPropertyFields()
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
|
||||
EditorGUILayout.PropertyField(m_LogLevelProperty);
|
||||
EditorGUILayout.Space();
|
||||
Initialize();
|
||||
CheckNullProperties();
|
||||
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
DrawPrefabListField();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
|
||||
|
||||
DrawTransportField();
|
||||
|
||||
EditorGUILayout.PropertyField(m_TickRateProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Connection", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.ConnectionApproval))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Spawning", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||
|
||||
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.RecycleNetworkIds))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Bandwidth", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Scene Management", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.EnableSceneManagement))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
private void DrawTransportField()
|
||||
{
|
||||
#if RELAY_INTEGRATION_AVAILABLE
|
||||
var useRelay = EditorPrefs.GetBool(k_UseEasyRelayIntegrationKey, false);
|
||||
#else
|
||||
var useRelay = false;
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
DrawInstallMultiplayerToolsTip();
|
||||
#endif
|
||||
|
||||
if (useRelay)
|
||||
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Test connection with relay is enabled, so the default Unity Transport will be used", MessageType.Info);
|
||||
GUI.enabled = false;
|
||||
serializedObject.Update();
|
||||
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
|
||||
EditorGUILayout.PropertyField(m_LogLevelProperty);
|
||||
EditorGUILayout.PropertyField(m_SessionModeProperty);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
|
||||
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
|
||||
GUI.enabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
|
||||
|
||||
if (m_NetworkTransportProperty.objectReferenceValue == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
|
||||
|
||||
int selection = EditorGUILayout.Popup(0, m_TransportNames);
|
||||
|
||||
if (selection > 0)
|
||||
if (m_NetworkTransportProperty.objectReferenceValue == null)
|
||||
{
|
||||
ReloadTransports();
|
||||
EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
||||
int selection = EditorGUILayout.Popup(0, m_TransportNames);
|
||||
|
||||
Repaint();
|
||||
if (selection > 0)
|
||||
{
|
||||
ReloadTransports();
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
||||
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if RELAY_INTEGRATION_AVAILABLE
|
||||
private readonly string k_UseEasyRelayIntegrationKey = "NetworkManagerUI_UseRelay_" + Application.dataPath.GetHashCode();
|
||||
private string m_JoinCode = "";
|
||||
private string m_StartConnectionError = null;
|
||||
private string m_Region = "";
|
||||
|
||||
// wait for next frame so that ImGui finishes the current frame
|
||||
private static void RunNextFrame(Action action) => EditorApplication.delayCall += () => action();
|
||||
#endif
|
||||
|
||||
private void ShowStartConnectionButtons()
|
||||
{
|
||||
EditorGUILayout.LabelField("Start Connection", EditorStyles.boldLabel);
|
||||
|
||||
#if RELAY_INTEGRATION_AVAILABLE
|
||||
// use editor prefs to persist the setting when entering / leaving play mode / exiting Unity
|
||||
var useRelay = EditorPrefs.GetBool(k_UseEasyRelayIntegrationKey, false);
|
||||
GUILayout.BeginHorizontal();
|
||||
useRelay = GUILayout.Toggle(useRelay, "Try Relay in the Editor");
|
||||
|
||||
var icon = EditorGUIUtility.IconContent("_Help");
|
||||
icon.tooltip = "This will help you test relay in the Editor. Click here to know how to integrate Relay in your build";
|
||||
if (GUILayout.Button(icon, GUIStyle.none, GUILayout.Width(20)))
|
||||
{
|
||||
Application.OpenURL("https://docs-multiplayer.unity3d.com/netcode/current/relay/");
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
EditorPrefs.SetBool(k_UseEasyRelayIntegrationKey, useRelay);
|
||||
if (useRelay && !Application.isPlaying && !CloudProjectSettings.projectBound)
|
||||
{
|
||||
EditorGUILayout.HelpBox("To use relay, you need to setup your project in the Project Settings in the Services section.", MessageType.Warning);
|
||||
if (GUILayout.Button("Open Project settings"))
|
||||
EditorGUILayout.PropertyField(m_TickRateProperty);
|
||||
EditorGUILayout.PropertyField(m_SpawnTimeOutProperty);
|
||||
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
|
||||
if (m_NetworkManager.NetworkConfig.ConnectionApproval)
|
||||
{
|
||||
SettingsService.OpenProjectSettings("Project/Services");
|
||||
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty, new GUIContent("NetworkVariable Length Safety"));
|
||||
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
|
||||
if (m_NetworkManager.NetworkConfig.RecycleNetworkIds)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
|
||||
|
||||
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||
{
|
||||
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
|
||||
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
|
||||
{
|
||||
// Default directory
|
||||
var directory = "Assets/";
|
||||
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
|
||||
if (assetPath == "")
|
||||
{
|
||||
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
|
||||
}
|
||||
|
||||
if (assetPath != "")
|
||||
{
|
||||
directory = Path.GetDirectoryName(assetPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_2021_1_OR_NEWER
|
||||
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#else
|
||||
var useRelay = false;
|
||||
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#endif
|
||||
if (prefabStage != null)
|
||||
{
|
||||
var prefabPath = prefabStage.assetPath;
|
||||
if (!string.IsNullOrEmpty(prefabPath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(prefabPath);
|
||||
}
|
||||
}
|
||||
if (m_NetworkManager.gameObject.scene != null)
|
||||
{
|
||||
var scenePath = m_NetworkManager.gameObject.scene.path;
|
||||
if (!string.IsNullOrEmpty(scenePath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(scenePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
|
||||
Debug.Log("Saving migrated Network Prefabs List to " + path);
|
||||
AssetDatabase.CreateAsset(networkPrefabs, path);
|
||||
EditorUtility.SetDirty(m_NetworkManager);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_PrefabsList);
|
||||
}
|
||||
|
||||
string buttonDisabledReasonSuffix = "";
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
|
||||
if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
|
||||
}
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
||||
GUI.enabled = false;
|
||||
}
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
if (useRelay)
|
||||
{
|
||||
ShowStartConnectionButtons_Relay(buttonDisabledReasonSuffix);
|
||||
|
||||
// Start buttons below
|
||||
{
|
||||
string buttonDisabledReasonSuffix = "";
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
||||
GUI.enabled = false;
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartHost();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
GUI.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ShowStartConnectionButtons_Standard(buttonDisabledReasonSuffix);
|
||||
}
|
||||
string instanceType = string.Empty;
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
GUI.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void ShowStartConnectionButtons_Relay(string buttonDisabledReasonSuffix)
|
||||
{
|
||||
#if RELAY_INTEGRATION_AVAILABLE
|
||||
|
||||
void AddStartServerOrHostButton(bool isServer)
|
||||
{
|
||||
var type = isServer ? "Server" : "Host";
|
||||
if (GUILayout.Button(new GUIContent($"Start {type}", $"Starts a {type} instance with Relay{buttonDisabledReasonSuffix}")))
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
m_StartConnectionError = null;
|
||||
RunNextFrame(async () =>
|
||||
{
|
||||
try
|
||||
{
|
||||
var (joinCode, allocation) = isServer ? await m_NetworkManager.StartServerWithRelay() : await m_NetworkManager.StartHostWithRelay();
|
||||
m_JoinCode = joinCode;
|
||||
m_Region = allocation.Region;
|
||||
Repaint();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_StartConnectionError = e.Message;
|
||||
throw;
|
||||
}
|
||||
});
|
||||
instanceType = "Host";
|
||||
}
|
||||
}
|
||||
|
||||
AddStartServerOrHostButton(isServer: true);
|
||||
AddStartServerOrHostButton(isServer: false);
|
||||
|
||||
GUILayout.Space(8f);
|
||||
m_JoinCode = EditorGUILayout.TextField("Relay Join Code", m_JoinCode);
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance with Relay" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_StartConnectionError = null;
|
||||
RunNextFrame(async () =>
|
||||
else if (m_NetworkManager.IsServer)
|
||||
{
|
||||
if (string.IsNullOrEmpty(m_JoinCode))
|
||||
{
|
||||
m_StartConnectionError = "Please provide a join code!";
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
var allocation = await m_NetworkManager.StartClientWithRelay(m_JoinCode);
|
||||
m_Region = allocation.Region;
|
||||
Repaint();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_StartConnectionError = e.Message;
|
||||
throw;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (Application.isPlaying && !string.IsNullOrEmpty(m_StartConnectionError))
|
||||
{
|
||||
EditorGUILayout.HelpBox(m_StartConnectionError, MessageType.Error);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void ShowStartConnectionButtons_Standard(string buttonDisabledReasonSuffix)
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartHost();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawDisconnectButton()
|
||||
{
|
||||
string instanceType = string.Empty;
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
instanceType = "Host";
|
||||
}
|
||||
else if (m_NetworkManager.IsServer)
|
||||
{
|
||||
instanceType = "Server";
|
||||
}
|
||||
else if (m_NetworkManager.IsClient)
|
||||
{
|
||||
instanceType = "Client";
|
||||
}
|
||||
|
||||
EditorGUILayout.HelpBox($"You cannot edit the NetworkConfig when a {instanceType} is running.", MessageType.Info);
|
||||
|
||||
#if RELAY_INTEGRATION_AVAILABLE
|
||||
if (!string.IsNullOrEmpty(m_JoinCode) && !string.IsNullOrEmpty(m_Region))
|
||||
{
|
||||
var style = new GUIStyle(EditorStyles.helpBox)
|
||||
instanceType = "Server";
|
||||
}
|
||||
else if (m_NetworkManager.IsClient)
|
||||
{
|
||||
fontSize = 10,
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
};
|
||||
|
||||
GUILayout.BeginHorizontal(style, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
|
||||
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
||||
GUILayout.Space(25f);
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.Label($"Connected via relay ({m_Region}).\nJoin code: {m_JoinCode}", EditorStyles.miniLabel, GUILayout.ExpandHeight(true));
|
||||
|
||||
if (GUILayout.Button("Copy code", GUILayout.ExpandHeight(true)))
|
||||
{
|
||||
GUIUtility.systemCopyBuffer = m_JoinCode;
|
||||
instanceType = "Client";
|
||||
}
|
||||
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.Space(2f);
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
#endif
|
||||
EditorGUILayout.HelpBox("You cannot edit the NetworkConfig when a " + instanceType + " is running.", MessageType.Info);
|
||||
|
||||
if (GUILayout.Button(new GUIContent($"Stop {instanceType}", $"Stops the {instanceType} instance.")))
|
||||
{
|
||||
#if RELAY_INTEGRATION_AVAILABLE
|
||||
m_JoinCode = "";
|
||||
#endif
|
||||
m_NetworkManager.Shutdown();
|
||||
if (GUILayout.Button(new GUIContent("Stop " + instanceType, "Stops the " + instanceType + " instance.")))
|
||||
{
|
||||
m_NetworkManager.Shutdown();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private const string k_InfoIconName = "console.infoicon";
|
||||
private static void DrawInstallMultiplayerToolsTip()
|
||||
{
|
||||
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
||||
const string openDocsButtonText = "Open Docs";
|
||||
const string dismissButtonText = "Dismiss";
|
||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
|
||||
|
||||
const string infoIconName = "console.infoicon";
|
||||
|
||||
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
||||
{
|
||||
@@ -497,7 +367,7 @@ namespace Unity.Netcode.Editor
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
|
||||
{
|
||||
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
||||
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(infoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
||||
GUILayout.Space(4);
|
||||
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
|
||||
|
||||
@@ -530,69 +400,5 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
GUILayout.Space(10);
|
||||
}
|
||||
|
||||
private void DrawPrefabListField()
|
||||
{
|
||||
if (!m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||
{
|
||||
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(m_PrefabsList);
|
||||
return;
|
||||
}
|
||||
|
||||
// Old format of prefab list
|
||||
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
|
||||
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
|
||||
{
|
||||
// Default directory
|
||||
var directory = "Assets/";
|
||||
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
|
||||
if (assetPath == "")
|
||||
{
|
||||
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
|
||||
}
|
||||
|
||||
if (assetPath != "")
|
||||
{
|
||||
directory = Path.GetDirectoryName(assetPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
#if UNITY_2021_1_OR_NEWER
|
||||
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#else
|
||||
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#endif
|
||||
if (prefabStage != null)
|
||||
{
|
||||
var prefabPath = prefabStage.assetPath;
|
||||
if (!string.IsNullOrEmpty(prefabPath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(prefabPath);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_NetworkManager.gameObject.scene != null)
|
||||
{
|
||||
var scenePath = m_NetworkManager.gameObject.scene.path;
|
||||
if (!string.IsNullOrEmpty(scenePath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(scenePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
|
||||
Debug.Log("Saving migrated Network Prefabs List to " + path);
|
||||
AssetDatabase.CreateAsset(networkPrefabs, path);
|
||||
EditorUtility.SetDirty(m_NetworkManager);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -49,6 +50,10 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
var guiEnabled = GUI.enabled;
|
||||
GUI.enabled = false;
|
||||
if (m_NetworkObject.NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(NetworkObject.Ownership)));
|
||||
}
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
|
||||
@@ -138,4 +143,49 @@ namespace Unity.Netcode.Editor
|
||||
NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[CustomPropertyDrawer(typeof(NetworkObject.OwnershipStatus))]
|
||||
public class NetworkObjectOwnership : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
label = EditorGUI.BeginProperty(position, label, property);
|
||||
// Don't allow modification while in play mode
|
||||
EditorGUI.BeginDisabledGroup(EditorApplication.isPlaying);
|
||||
|
||||
// This is a temporary work around due to EditorGUI.EnumFlagsField having a bug in how it displays mask values.
|
||||
// For now, we will just display the flags as a toggle and handle the masking of the value ourselves.
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
var names = System.Enum.GetNames(typeof(NetworkObject.OwnershipStatus)).ToList();
|
||||
names.RemoveAt(0);
|
||||
var value = property.enumValueFlag;
|
||||
var compareValue = 0x01;
|
||||
GUILayout.Label(label);
|
||||
foreach (var name in names)
|
||||
{
|
||||
var isSet = (value & compareValue) > 0;
|
||||
isSet = GUILayout.Toggle(isSet, name);
|
||||
if (isSet)
|
||||
{
|
||||
value |= compareValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
value &= ~compareValue;
|
||||
}
|
||||
compareValue = compareValue << 1;
|
||||
}
|
||||
property.enumValueFlag = value;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// The below can cause visual anomalies and/or throws an exception within the EditorGUI itself (index out of bounds of the array). and has
|
||||
// The visual anomaly is when you select one field it is set in the drop down but then the flags selection in the popup menu selects more items
|
||||
// even though if you exit the popup menu the flag setting is correct.
|
||||
//var ownership = (NetworkObject.OwnershipStatus)EditorGUI.EnumFlagsField(position, label, (NetworkObject.OwnershipStatus)property.enumValueFlag);
|
||||
//property.enumValueFlag = (int)ownership;
|
||||
EditorGUI.EndDisabledGroup();
|
||||
EditorGUI.EndProperty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user