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). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
385 lines
14 KiB
C#
385 lines
14 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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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 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 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 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.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 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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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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}
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}
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