#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;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor
{
///
/// This handles the translation between the and
/// the properties.
///
[CustomEditor(typeof(NetworkManager), true)]
[CanEditMultipleObjects]
public class NetworkManagerEditor : UnityEditor.Editor
{
private static GUIStyle s_CenteredWordWrappedLabelStyle;
private static GUIStyle s_HelpBoxStyle;
// Properties
private SerializedProperty m_RunInBackgroundProperty;
private SerializedProperty m_LogLevelProperty;
// NetworkConfig
private SerializedProperty m_NetworkConfigProperty;
// NetworkConfig fields
private SerializedProperty m_PlayerPrefabProperty;
private SerializedProperty m_ProtocolVersionProperty;
private SerializedProperty m_NetworkTransportProperty;
private SerializedProperty m_TickRateProperty;
private SerializedProperty m_MaxObjectUpdatesPerTickProperty;
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
private SerializedProperty m_ConnectionApprovalProperty;
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
private SerializedProperty m_ForceSamePrefabsProperty;
private SerializedProperty m_EnableSceneManagementProperty;
private SerializedProperty m_RecycleNetworkIdsProperty;
private SerializedProperty m_NetworkIdRecycleDelayProperty;
private SerializedProperty m_RpcHashSizeProperty;
private SerializedProperty m_LoadSceneTimeOutProperty;
private SerializedProperty m_PrefabsList;
private NetworkManager m_NetworkManager;
private bool m_Initialized;
private readonly List m_TransportTypes = new List();
private string[] m_TransportNames = { "Select transport..." };
///
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();
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in assemblies)
{
var types = assembly.GetTypes();
foreach (var type in types)
{
if (type.IsSubclassOf(typeof(NetworkTransport)) && !type.IsSubclassOf(typeof(TestingNetworkTransport)) && type != typeof(TestingNetworkTransport))
{
m_TransportTypes.Add(type);
}
}
}
m_TransportNames = new string[m_TransportTypes.Count + 1];
m_TransportNames[0] = "Select transport...";
for (int i = 0; i < m_TransportTypes.Count; i++)
{
m_TransportNames[i + 1] = m_TransportTypes[i].Name;
}
}
private void Initialize()
{
if (m_Initialized)
{
return;
}
m_Initialized = true;
m_NetworkManager = (NetworkManager)target;
// Base properties
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
// NetworkConfig properties
m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
ReloadTransports();
}
private void CheckNullProperties()
{
// Base properties
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
// NetworkConfig properties
m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
}
private void DrawAllPropertyFields()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space();
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;
#endif
if (useRelay)
{
EditorGUILayout.HelpBox("Test connection with relay is enabled, so the default Unity Transport will be used", MessageType.Info);
GUI.enabled = false;
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)
{
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"))
{
SettingsService.OpenProjectSettings("Project/Services");
}
}
#else
var useRelay = false;
#endif
string buttonDisabledReasonSuffix = "";
if (!EditorApplication.isPlaying)
{
buttonDisabledReasonSuffix = ". This can only be done in play mode";
GUI.enabled = false;
}
if (useRelay)
{
ShowStartConnectionButtons_Relay(buttonDisabledReasonSuffix);
}
else
{
ShowStartConnectionButtons_Standard(buttonDisabledReasonSuffix);
}
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}")))
{
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;
}
});
}
}
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 () =>
{
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)
{
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($"Connected via relay ({m_Region}).\nJoin code: {m_JoinCode}", EditorStyles.miniLabel, GUILayout.ExpandHeight(true));
if (GUILayout.Button("Copy code", GUILayout.ExpandHeight(true)))
{
GUIUtility.systemCopyBuffer = m_JoinCode;
}
GUILayout.Space(4f);
GUILayout.EndVertical();
GUILayout.Space(2f);
GUILayout.EndHorizontal();
}
#endif
if (GUILayout.Button(new GUIContent($"Stop {instanceType}", $"Stops the {instanceType} instance.")))
{
#if RELAY_INTEGRATION_AVAILABLE
m_JoinCode = "";
#endif
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";
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
{
return;
}
if (s_CenteredWordWrappedLabelStyle == null)
{
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
{
wordWrap = true,
alignment = TextAnchor.MiddleLeft
};
}
if (s_HelpBoxStyle == null)
{
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
{
padding = new RectOffset(10, 10, 10, 10)
};
}
var openDocsButtonStyle = GUI.skin.button;
var dismissButtonStyle = EditorStyles.linkLabel;
GUILayout.BeginHorizontal();
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.Space(4);
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
GUILayout.Space(4);
GUILayout.BeginVertical();
GUILayout.FlexibleSpace();
if (GUILayout.Button(openDocsButtonText, openDocsButtonStyle, GUILayout.Width(90), GUILayout.Height(30)))
{
Application.OpenURL(targetUrl);
}
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
GUILayout.Space(4);
GUILayout.BeginVertical();
GUILayout.FlexibleSpace();
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
{
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1);
}
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
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);
}
}
}
}