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)
405 lines
19 KiB
C#
405 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 Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// This <see cref="CustomEditor"/> handles the translation between the <see cref="NetworkConfig"/> and
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/// the <see cref="NetworkManager"/> properties.
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/// </summary>
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[CustomEditor(typeof(NetworkManager), true)]
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[CanEditMultipleObjects]
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public class NetworkManagerEditor : UnityEditor.Editor
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{
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private static GUIStyle s_CenteredWordWrappedLabelStyle;
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private static GUIStyle s_HelpBoxStyle;
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// Properties
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private SerializedProperty m_RunInBackgroundProperty;
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private SerializedProperty m_LogLevelProperty;
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// NetworkConfig
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private SerializedProperty m_NetworkConfigProperty;
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// NetworkConfig fields
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private SerializedProperty m_PlayerPrefabProperty;
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private SerializedProperty m_ProtocolVersionProperty;
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private SerializedProperty m_NetworkTransportProperty;
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private SerializedProperty m_TickRateProperty;
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private SerializedProperty m_SessionModeProperty;
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private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
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private SerializedProperty m_ConnectionApprovalProperty;
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private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
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private SerializedProperty m_ForceSamePrefabsProperty;
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private SerializedProperty m_EnableSceneManagementProperty;
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private SerializedProperty m_RecycleNetworkIdsProperty;
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private SerializedProperty m_NetworkIdRecycleDelayProperty;
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private SerializedProperty m_SpawnTimeOutProperty;
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private SerializedProperty m_RpcHashSizeProperty;
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private SerializedProperty m_LoadSceneTimeOutProperty;
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private SerializedProperty m_PrefabsList;
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private NetworkManager m_NetworkManager;
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private bool m_Initialized;
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private readonly List<Type> m_TransportTypes = new List<Type>();
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private string[] m_TransportNames = { "Select transport..." };
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private void ReloadTransports()
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{
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m_TransportTypes.Clear();
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var assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (var assembly in assemblies)
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{
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var types = assembly.GetTypes();
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foreach (var type in types)
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{
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if (type.IsSubclassOf(typeof(NetworkTransport)) && !type.IsSubclassOf(typeof(TestingNetworkTransport)) && type != typeof(TestingNetworkTransport))
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{
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m_TransportTypes.Add(type);
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}
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}
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}
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m_TransportNames = new string[m_TransportTypes.Count + 1];
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m_TransportNames[0] = "Select transport...";
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for (int i = 0; i < m_TransportTypes.Count; i++)
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{
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m_TransportNames[i + 1] = m_TransportTypes[i].Name;
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}
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}
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private void Initialize()
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{
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if (m_Initialized)
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{
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return;
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}
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m_Initialized = true;
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m_NetworkManager = (NetworkManager)target;
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// Base properties
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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// NetworkConfig properties
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m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
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m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
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m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
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m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
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m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_PrefabsList = m_NetworkConfigProperty
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.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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ReloadTransports();
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}
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private void CheckNullProperties()
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{
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// Base properties
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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// NetworkConfig properties
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m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
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m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
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m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
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m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
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m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_PrefabsList = m_NetworkConfigProperty
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.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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Initialize();
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CheckNullProperties();
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#if !MULTIPLAYER_TOOLS
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DrawInstallMultiplayerToolsTip();
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#endif
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if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
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EditorGUILayout.PropertyField(m_LogLevelProperty);
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EditorGUILayout.PropertyField(m_SessionModeProperty);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
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EditorGUILayout.PropertyField(m_NetworkTransportProperty);
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if (m_NetworkTransportProperty.objectReferenceValue == null)
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{
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EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
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int selection = EditorGUILayout.Popup(0, m_TransportNames);
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if (selection > 0)
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{
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ReloadTransports();
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var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
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m_NetworkTransportProperty.objectReferenceValue = transportComponent;
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Repaint();
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}
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}
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EditorGUILayout.PropertyField(m_TickRateProperty);
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EditorGUILayout.PropertyField(m_SpawnTimeOutProperty);
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EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
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if (m_NetworkManager.NetworkConfig.ConnectionApproval)
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{
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EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
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}
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EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty, new GUIContent("NetworkVariable Length Safety"));
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EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
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if (m_NetworkManager.NetworkConfig.RecycleNetworkIds)
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{
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EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
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}
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EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
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EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
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if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
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{
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EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
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if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
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{
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// Default directory
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var directory = "Assets/";
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var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
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if (assetPath == "")
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{
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assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
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}
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if (assetPath != "")
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{
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directory = Path.GetDirectoryName(assetPath);
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}
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else
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{
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#if UNITY_2021_1_OR_NEWER
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var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
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#else
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var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
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#endif
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if (prefabStage != null)
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{
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var prefabPath = prefabStage.assetPath;
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if (!string.IsNullOrEmpty(prefabPath))
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{
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directory = Path.GetDirectoryName(prefabPath);
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}
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}
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if (m_NetworkManager.gameObject.scene != null)
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{
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var scenePath = m_NetworkManager.gameObject.scene.path;
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if (!string.IsNullOrEmpty(scenePath))
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{
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directory = Path.GetDirectoryName(scenePath);
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}
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}
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}
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var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
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string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
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Debug.Log("Saving migrated Network Prefabs List to " + path);
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AssetDatabase.CreateAsset(networkPrefabs, path);
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EditorUtility.SetDirty(m_NetworkManager);
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}
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}
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else
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{
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if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
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{
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EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
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}
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EditorGUILayout.PropertyField(m_PrefabsList);
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
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if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
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{
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EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
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}
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serializedObject.ApplyModifiedProperties();
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// Start buttons below
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{
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string buttonDisabledReasonSuffix = "";
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if (!EditorApplication.isPlaying)
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{
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buttonDisabledReasonSuffix = ". This can only be done in play mode";
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GUI.enabled = false;
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}
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if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartHost();
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}
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if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartServer();
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}
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartClient();
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}
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if (!EditorApplication.isPlaying)
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{
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GUI.enabled = true;
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}
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}
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}
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else
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{
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string instanceType = string.Empty;
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if (m_NetworkManager.IsHost)
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{
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instanceType = "Host";
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}
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else if (m_NetworkManager.IsServer)
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{
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instanceType = "Server";
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}
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else if (m_NetworkManager.IsClient)
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{
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instanceType = "Client";
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}
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EditorGUILayout.HelpBox("You cannot edit the NetworkConfig when a " + instanceType + " is running.", MessageType.Info);
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if (GUILayout.Button(new GUIContent("Stop " + instanceType, "Stops the " + instanceType + " instance.")))
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{
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m_NetworkManager.Shutdown();
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}
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}
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}
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private static void DrawInstallMultiplayerToolsTip()
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{
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const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
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const string openDocsButtonText = "Open Docs";
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const string dismissButtonText = "Dismiss";
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const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
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const string infoIconName = "console.infoicon";
|
|
|
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if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
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|
{
|
|
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(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);
|
|
}
|
|
}
|
|
}
|