deltavr multiplayer 2.0
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126
Assets/FishNet/Runtime/Editor/Configuring/ConfigurationEditor.cs
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126
Assets/FishNet/Runtime/Editor/Configuring/ConfigurationEditor.cs
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#if UNITY_EDITOR
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using FishNet.Editing.PrefabCollectionGenerator;
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using FishNet.Object;
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using FishNet.Utility.Extension;
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using FishNet.Utility.Performance;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace FishNet.Editing
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{
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public class ConfigurationEditor : EditorWindow
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{
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[MenuItem("Fish-Networking/Configuration", false, 0)]
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public static void ShowConfiguration()
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{
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SettingsService.OpenProjectSettings("Project/Fish-Networking/Configuration");
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}
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}
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public class RebuildSceneIdMenu : MonoBehaviour
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{
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/// <summary>
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/// Rebuilds sceneIds for open scenes.
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/// </summary>
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[MenuItem("Fish-Networking/Rebuild SceneIds", false, 20)]
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public static void RebuildSceneIds()
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{
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int generatedCount = 0;
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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Scene s = SceneManager.GetSceneAt(i);
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ListCache<NetworkObject> nobs;
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SceneFN.GetSceneNetworkObjects(s, false, out nobs);
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for (int z = 0; z < nobs.Written; z++)
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{
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NetworkObject nob = nobs.Collection[z];
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nob.TryCreateSceneID();
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EditorUtility.SetDirty(nob);
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}
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generatedCount += nobs.Written;
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ListCaches.StoreCache(nobs);
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}
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Debug.Log($"Generated sceneIds for {generatedCount} objects over {SceneManager.sceneCount} scenes. Please save your open scenes.");
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}
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}
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public class RefreshDefaultPrefabsMenu : MonoBehaviour
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{
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/// <summary>
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/// Rebuilds the DefaultPrefabsCollection file.
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/// </summary>
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[MenuItem("Fish-Networking/Refresh Default Prefabs", false, 22)]
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public static void RebuildDefaultPrefabs()
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{
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Debug.Log("Refreshing default prefabs.");
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Generator.GenerateFull(null, true);
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}
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}
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public class RemoveDuplicateNetworkObjectsMenu : MonoBehaviour
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{
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/// <summary>
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/// Iterates all network object prefabs in the project and open scenes, removing NetworkObject components which exist multiple times on a single object.
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/// </summary>
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[MenuItem("Fish-Networking/Remove Duplicate NetworkObjects", false, 21)]
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public static void RemoveDuplicateNetworkObjects()
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{
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List<NetworkObject> foundNobs = new List<NetworkObject>();
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foreach (string path in Generator.GetPrefabFiles("Assets", new HashSet<string>(), true))
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{
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NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
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if (nob != null)
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foundNobs.Add(nob);
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}
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//Now add scene objects.
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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Scene s = SceneManager.GetSceneAt(i);
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ListCache<NetworkObject> nobs;
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SceneFN.GetSceneNetworkObjects(s, false, out nobs);
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for (int z = 0; z < nobs.Written; z++)
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{
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NetworkObject nob = nobs.Collection[z];
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nob.TryCreateSceneID();
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EditorUtility.SetDirty(nob);
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}
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for (int z = 0; z < nobs.Written; z++)
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foundNobs.Add(nobs.Collection[i]);
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ListCaches.StoreCache(nobs);
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}
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//Remove duplicates.
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int removed = 0;
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foreach (NetworkObject nob in foundNobs)
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{
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int count = nob.RemoveDuplicateNetworkObjects();
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if (count > 0)
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removed += count;
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}
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Debug.Log($"Removed {removed} duplicate NetworkObjects. Please save your open scenes and project.");
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}
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}
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}
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#endif
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