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.8] - 2022-04-27 ### Changed - `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901) ### Removed - Removed `SIPTransport` (#1870) - Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs). ### Fixed - Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890) - Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884) - Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883) - Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854) - Passing generic types to RPCs no longer causes a native crash (#1901) - Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
383 lines
14 KiB
C#
383 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.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 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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