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). ## [1.8.0] - 2023-12-12 ### Added - Added a new RPC attribute, which is simply `Rpc`. (#2762) - This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately. - This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option. - Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735) - Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735) - Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710) ### Fixed - Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789) - Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789) - Fixed issue where a host could disconnect its local client but remain running as a server. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789) - Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777) - Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737) - Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735) - Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710) ### Changed - Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) - `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762) - Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735) - Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713) - Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710) - Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710) - Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
532 lines
19 KiB
C#
532 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using Mono.Cecil.Rocks;
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using Unity.Collections;
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using Unity.CompilationPipeline.Common.Diagnostics;
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using Unity.CompilationPipeline.Common.ILPostProcessing;
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using UnityEngine;
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using Object = System.Object;
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namespace Unity.Netcode.Editor.CodeGen
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{
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internal static class CodeGenHelpers
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{
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public const string DotnetModuleName = "netstandard.dll";
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public const string UnityModuleName = "UnityEngine.CoreModule.dll";
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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 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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public static readonly string ServerRpcAttribute_FullName = typeof(ServerRpcAttribute).FullName;
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public static readonly string ClientRpcAttribute_FullName = typeof(ClientRpcAttribute).FullName;
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public static readonly string RpcAttribute_FullName = typeof(RpcAttribute).FullName;
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public static readonly string ServerRpcParams_FullName = typeof(ServerRpcParams).FullName;
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public static readonly string ClientRpcParams_FullName = typeof(ClientRpcParams).FullName;
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public static readonly string RpcParams_FullName = typeof(RpcParams).FullName;
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public static readonly string ClientRpcSendParams_FullName = typeof(ClientRpcSendParams).FullName;
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public static readonly string ClientRpcReceiveParams_FullName = typeof(ClientRpcReceiveParams).FullName;
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public static readonly string ServerRpcSendParams_FullName = typeof(ServerRpcSendParams).FullName;
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public static readonly string ServerRpcReceiveParams_FullName = typeof(ServerRpcReceiveParams).FullName;
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public static readonly string INetworkSerializable_FullName = typeof(INetworkSerializable).FullName;
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public static readonly string INetworkSerializeByMemcpy_FullName = typeof(INetworkSerializeByMemcpy).FullName;
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public static readonly string IUTF8Bytes_FullName = typeof(IUTF8Bytes).FullName;
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public static readonly string UnityColor_FullName = typeof(Color).FullName;
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public static readonly string UnityColor32_FullName = typeof(Color32).FullName;
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public static readonly string UnityVector2_FullName = typeof(Vector2).FullName;
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public static readonly string UnityVector3_FullName = typeof(Vector3).FullName;
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public static readonly string UnityVector4_FullName = typeof(Vector4).FullName;
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public static readonly string UnityQuaternion_FullName = typeof(Quaternion).FullName;
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public static readonly string UnityRay_FullName = typeof(Ray).FullName;
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public static readonly string UnityRay2D_FullName = typeof(Ray2D).FullName;
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public static uint Hash(this MethodDefinition methodDefinition)
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{
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var sigArr = Encoding.UTF8.GetBytes($"{methodDefinition.Module.Name} / {methodDefinition.FullName}");
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var sigLen = sigArr.Length;
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unsafe
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{
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fixed (byte* sigPtr = sigArr)
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{
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return XXHash.Hash32(sigPtr, sigLen);
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}
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}
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}
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public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName)
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{
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if (typeDefinition == null || !typeDefinition.IsClass)
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{
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return false;
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}
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var baseTypeRef = typeDefinition.BaseType;
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while (baseTypeRef != null)
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{
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if (baseTypeRef.FullName == classTypeFullName)
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{
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return true;
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}
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try
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{
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baseTypeRef = baseTypeRef.Resolve().BaseType;
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}
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catch
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{
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return false;
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}
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}
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return false;
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}
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public static string FullNameWithGenericParameters(this TypeReference typeReference, GenericParameter[] contextGenericParameters, TypeReference[] contextGenericParameterTypes)
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{
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var name = typeReference.FullName;
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if (typeReference.HasGenericParameters)
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{
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name += "<";
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for (var i = 0; i < typeReference.Resolve().GenericParameters.Count; ++i)
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{
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if (i != 0)
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{
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name += ", ";
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}
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for (var j = 0; j < contextGenericParameters.Length; ++j)
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{
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if (typeReference.GenericParameters[i].FullName == contextGenericParameters[i].FullName)
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{
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name += contextGenericParameterTypes[i].FullName;
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break;
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}
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}
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}
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name += ">";
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}
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return name;
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}
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public static TypeReference MakeGenericType(this TypeReference self, params TypeReference[] arguments)
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{
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if (self.GenericParameters.Count != arguments.Length)
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{
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throw new ArgumentException();
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}
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var instance = new GenericInstanceType(self);
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foreach (var argument in arguments)
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{
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instance.GenericArguments.Add(argument);
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}
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return instance;
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}
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public static MethodReference MakeGeneric(this MethodReference self, params TypeReference[] arguments)
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{
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var reference = new MethodReference(self.Name, self.ReturnType)
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{
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DeclaringType = self.DeclaringType.MakeGenericType(arguments),
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HasThis = self.HasThis,
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ExplicitThis = self.ExplicitThis,
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CallingConvention = self.CallingConvention,
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};
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foreach (var parameter in self.Parameters)
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{
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reference.Parameters.Add(new ParameterDefinition(parameter.ParameterType));
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}
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foreach (var generic_parameter in self.GenericParameters)
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{
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reference.GenericParameters.Add(new GenericParameter(generic_parameter.Name, reference));
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}
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return reference;
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}
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public static bool IsSubclassOf(this TypeReference typeReference, TypeReference baseClass)
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{
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if (typeReference == null)
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{
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return false;
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}
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var type = typeReference.Resolve();
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if (type?.BaseType == null || type.BaseType.Name == nameof(Object))
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{
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return false;
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}
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if (type.BaseType.Resolve() == baseClass.Resolve())
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{
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return true;
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}
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return type.BaseType.IsSubclassOf(baseClass);
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}
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public static bool HasInterface(this TypeReference typeReference, string interfaceTypeFullName)
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{
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if (typeReference.IsArray)
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{
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return false;
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}
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try
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{
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var typeDef = typeReference.Resolve();
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// Note: this won't catch generics correctly.
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//
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// class Foo<T>: IInterface<T> {}
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// class Bar: Foo<int> {}
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//
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// Bar.HasInterface(IInterface<int>) -> returns false even though it should be true.
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//
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// This can be fixed (see GetAllFieldsAndResolveGenerics() in NetworkBehaviourILPP to understand how)
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// but right now we don't need that to work so it's left alone to reduce complexity
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if (typeDef.BaseType.HasInterface(interfaceTypeFullName))
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{
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return true;
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}
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var typeFaces = typeDef.Interfaces;
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return typeFaces.Any(iface => iface.InterfaceType.FullName == interfaceTypeFullName);
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}
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catch
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{
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return false;
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}
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}
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public static bool IsSerializable(this TypeReference typeReference)
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{
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var typeSystem = typeReference.Module.TypeSystem;
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// C# primitives
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if (typeReference == typeSystem.Boolean)
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{
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return true;
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}
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if (typeReference == typeSystem.Char)
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{
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return true;
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}
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if (typeReference == typeSystem.SByte)
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{
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return true;
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}
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if (typeReference == typeSystem.Byte)
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{
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return true;
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}
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if (typeReference == typeSystem.Int16)
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{
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return true;
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}
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if (typeReference == typeSystem.UInt16)
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{
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return true;
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}
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if (typeReference == typeSystem.Int32)
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{
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return true;
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}
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if (typeReference == typeSystem.UInt32)
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{
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return true;
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}
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if (typeReference == typeSystem.Int64)
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{
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return true;
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}
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if (typeReference == typeSystem.UInt64)
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{
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return true;
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}
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if (typeReference == typeSystem.Single)
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{
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return true;
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}
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if (typeReference == typeSystem.Double)
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{
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return true;
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}
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if (typeReference == typeSystem.String)
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{
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return true;
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}
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// Unity primitives
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if (typeReference.FullName == UnityColor_FullName)
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{
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return true;
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}
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if (typeReference.FullName == UnityColor32_FullName)
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{
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return true;
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}
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if (typeReference.FullName == UnityVector2_FullName)
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{
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return true;
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}
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if (typeReference.FullName == UnityVector3_FullName)
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{
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return true;
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}
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if (typeReference.FullName == UnityVector4_FullName)
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{
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return true;
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}
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if (typeReference.FullName == UnityQuaternion_FullName)
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{
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return true;
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}
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if (typeReference.FullName == UnityRay_FullName)
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{
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return true;
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}
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if (typeReference.FullName == UnityRay2D_FullName)
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{
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return true;
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}
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// Enum
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if (typeReference.GetEnumAsInt() != null)
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{
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return true;
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}
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// INetworkSerializable
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if (typeReference.HasInterface(INetworkSerializable_FullName))
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{
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return true;
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}
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// Static array
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if (typeReference.IsArray)
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{
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return typeReference.GetElementType().IsSerializable();
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}
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return false;
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}
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public static TypeReference GetEnumAsInt(this TypeReference typeReference)
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{
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if (typeReference.IsArray)
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{
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return null;
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}
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try
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{
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var typeDef = typeReference.Resolve();
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return typeDef.IsEnum ? typeDef.GetEnumUnderlyingType() : null;
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}
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catch
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{
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return null;
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}
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}
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public static void AddError(this List<DiagnosticMessage> diagnostics, string message)
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{
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diagnostics.AddError((SequencePoint)null, message);
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}
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public static void AddError(this List<DiagnosticMessage> diagnostics, MethodDefinition methodDefinition, string message)
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{
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diagnostics.AddError(methodDefinition.DebugInformation.SequencePoints.FirstOrDefault(), message);
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}
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public static void AddError(this List<DiagnosticMessage> diagnostics, SequencePoint sequencePoint, string message)
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{
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diagnostics.Add(new DiagnosticMessage
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{
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DiagnosticType = DiagnosticType.Error,
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File = sequencePoint?.Document.Url.Replace($"{Environment.CurrentDirectory}{Path.DirectorySeparatorChar}", ""),
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Line = sequencePoint?.StartLine ?? 0,
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Column = sequencePoint?.StartColumn ?? 0,
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MessageData = $" - {message}"
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});
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}
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public static void AddWarning(this List<DiagnosticMessage> diagnostics, string message)
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{
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diagnostics.AddWarning((SequencePoint)null, message);
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}
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public static void AddWarning(this List<DiagnosticMessage> diagnostics, MethodDefinition methodDefinition, string message)
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{
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diagnostics.AddWarning(methodDefinition.DebugInformation.SequencePoints.FirstOrDefault(), message);
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}
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public static void AddWarning(this List<DiagnosticMessage> diagnostics, SequencePoint sequencePoint, string message)
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{
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diagnostics.Add(new DiagnosticMessage
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{
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DiagnosticType = DiagnosticType.Warning,
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File = sequencePoint?.Document.Url.Replace($"{Environment.CurrentDirectory}{Path.DirectorySeparatorChar}", ""),
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Line = sequencePoint?.StartLine ?? 0,
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Column = sequencePoint?.StartColumn ?? 0,
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MessageData = $" - {message}"
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});
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}
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public static void RemoveRecursiveReferences(this ModuleDefinition moduleDefinition)
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{
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// Weird behavior from Cecil: When importing a reference to a specific implementation of a generic
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// method, it's importing the main module as a reference into itself. This causes Unity to have issues
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// when attempting to iterate the assemblies to discover unit tests, as it goes into infinite recursion
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// and eventually hits a stack overflow. I wasn't able to find any way to stop Cecil from importing the module
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// into itself, so at the end of it all, we're just going to go back and remove it again.
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var moduleName = moduleDefinition.Name;
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if (moduleName.EndsWith(".dll") || moduleName.EndsWith(".exe"))
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{
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moduleName = moduleName.Substring(0, moduleName.Length - 4);
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}
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foreach (var reference in moduleDefinition.AssemblyReferences)
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{
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var referenceName = reference.Name.Split(',')[0];
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if (referenceName.EndsWith(".dll") || referenceName.EndsWith(".exe"))
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{
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referenceName = referenceName.Substring(0, referenceName.Length - 4);
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}
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if (moduleName == referenceName)
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{
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try
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{
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moduleDefinition.AssemblyReferences.Remove(reference);
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break;
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}
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catch (Exception)
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{
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//
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}
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}
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}
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}
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public static AssemblyDefinition AssemblyDefinitionFor(ICompiledAssembly compiledAssembly, out PostProcessorAssemblyResolver assemblyResolver)
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{
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assemblyResolver = new PostProcessorAssemblyResolver(compiledAssembly);
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var readerParameters = new ReaderParameters
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{
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SymbolStream = new MemoryStream(compiledAssembly.InMemoryAssembly.PdbData),
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SymbolReaderProvider = new PortablePdbReaderProvider(),
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AssemblyResolver = assemblyResolver,
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ReflectionImporterProvider = new PostProcessorReflectionImporterProvider(),
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ReadingMode = ReadingMode.Immediate
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};
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var assemblyDefinition = AssemblyDefinition.ReadAssembly(new MemoryStream(compiledAssembly.InMemoryAssembly.PeData), readerParameters);
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//apparently, it will happen that when we ask to resolve a type that lives inside Unity.Netcode.Runtime, and we
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//are also postprocessing Unity.Netcode.Runtime, type resolving will fail, because we do not actually try to resolve
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//inside the assembly we are processing. Let's make sure we do that, so that we can use postprocessor features inside
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//Unity.Netcode.Runtime itself as well.
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assemblyResolver.AddAssemblyDefinitionBeingOperatedOn(assemblyDefinition);
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return assemblyDefinition;
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}
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private static void SearchForBaseModulesRecursive(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver, ref ModuleDefinition unityModule, ref ModuleDefinition netcodeModule, HashSet<string> visited)
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{
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|
|
foreach (var module in assemblyDefinition.Modules)
|
|
{
|
|
if (module == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (unityModule != null && netcodeModule != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (unityModule == null && module.Name == UnityModuleName)
|
|
{
|
|
unityModule = module;
|
|
continue;
|
|
}
|
|
|
|
if (netcodeModule == null && module.Name == NetcodeModuleName)
|
|
{
|
|
netcodeModule = module;
|
|
continue;
|
|
}
|
|
}
|
|
if (unityModule != null && netcodeModule != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var assemblyNameReference in assemblyDefinition.MainModule.AssemblyReferences)
|
|
{
|
|
if (assemblyNameReference == null)
|
|
{
|
|
continue;
|
|
}
|
|
if (visited.Contains(assemblyNameReference.Name))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
visited.Add(assemblyNameReference.Name);
|
|
|
|
var assembly = assemblyResolver.Resolve(assemblyNameReference);
|
|
if (assembly == null)
|
|
{
|
|
continue;
|
|
}
|
|
SearchForBaseModulesRecursive(assembly, assemblyResolver, ref unityModule, ref netcodeModule, visited);
|
|
|
|
if (unityModule != null && netcodeModule != null)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static (ModuleDefinition UnityModule, ModuleDefinition NetcodeModule) FindBaseModules(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver)
|
|
{
|
|
ModuleDefinition unityModule = null;
|
|
ModuleDefinition netcodeModule = null;
|
|
var visited = new HashSet<string>();
|
|
SearchForBaseModulesRecursive(assemblyDefinition, assemblyResolver, ref unityModule, ref netcodeModule, visited);
|
|
|
|
return (unityModule, netcodeModule);
|
|
}
|
|
}
|
|
}
|