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58 Commits

Author SHA1 Message Date
b012ae17b2 Added clips for readme 2025-06-11 17:26:54 +00:00
b9ccfb1c3a Update README.md 2025-05-28 10:48:13 +00:00
cdd6a2e96d Update README.md 2025-05-27 15:29:09 +00:00
9af005b651 Merge pull request 'Added options and credits tabs for the in-game UI menu. Credits tab is blank for now. Disabled smooth locomotion to address the player controller confusion issues (see my thesis). Smooth locomotion can be reactivated via the options menu.' (#2) from SamWorkset into master
Reviewed-on: #2
2025-05-27 11:20:01 +00:00
e9b013a904 Update README.md 2025-05-27 11:11:04 +00:00
262a67293e Update README.md 2025-05-27 11:10:37 +00:00
bc7217fce3 Added options and credits tabs for the in-game UI menu. Credits tab is blank for now. Disabled smooth locomotion to address the player controller confusion issues (see my thesis). Smooth locomotion can be reactivated via the options menu. 2025-05-25 20:07:14 +03:00
ab2406c367 Update README.md 2025-05-22 15:49:08 +00:00
0f409ddb08 Merge pull request 'SamWorkset' (#1) from SamWorkset into master
Reviewed-on: #1
2025-05-22 15:43:50 +00:00
d3f41bd245 Fixed an issue wit the server room alarm being restarted when button pushed during alarm 2025-05-22 18:38:48 +03:00
4aa139be24 Update README.md 2025-05-22 15:35:10 +00:00
b4c665abe4 Update README.md 2025-05-22 15:32:07 +00:00
jee7
b84e1b7837 Merge branch 'master' of https://cgvrgit.ulno.net/cgvr/DeltaVR 2025-05-20 22:53:54 +03:00
jee7
e9fe4cb559 Added design files 2025-05-20 22:53:35 +03:00
d2673f52e1 Update README.md 2025-05-20 19:40:24 +00:00
e6045f7775 Update README.md 2025-05-20 19:38:43 +00:00
e6ddcc7390 Update README.md 2025-05-20 19:37:40 +00:00
75cfdd7a48 Update README.md 2025-05-20 19:34:22 +00:00
jee7
071c1db4f4 Whiteboard clip fix 2025-05-20 22:14:13 +03:00
jee7
9bd8601edb Added Doc folder. Graphical elements for the Readme.md. 2025-05-20 21:58:13 +03:00
ffd98b6322 added scoring system for the bow game 2025-05-20 14:53:35 +03:00
03a3ca570e Added slideshow (disabled, but fully functional, not actually part of the player experience, just for fun). Moved teleport button for bolt car onto its front. Added signs for barred areas and server entry guiding. 2025-05-09 19:18:31 +03:00
fe60892585 trying to get LFS to work 2025-03-25 20:58:23 +02:00
fe90ea9996 trying to get LFS to work 2025-03-25 20:55:18 +02:00
7f643bf361 Ensure LFS tracking and add large file 2025-03-25 20:40:35 +02:00
1287fd8f39 Removed large files from Git history. LFS needs it to be so in order to be configured 2025-03-25 20:35:49 +02:00
ac04a4ee16 fixing an LFS issue 2025-03-25 20:26:33 +02:00
e40106b45e added UFO skywalk animation and bolt car teleport button 2025-03-25 20:09:15 +02:00
7ea187f9fd fixing push issue 2025-03-09 21:48:52 +02:00
b62e851c0e finished portal fundimentals 2025-03-09 20:43:38 +02:00
960991b17d added portals 2025-01-24 03:14:07 +02:00
9f4da45c40 fixed network manager prefab issue 2025-01-22 21:33:47 +02:00
afab7d7810 Merge commit 'e7f8693f' into SamWorkset 2025-01-22 21:22:58 +02:00
3db109d127 commiting minor changes 2025-01-22 21:22:00 +02:00
42aacaafb4 prepping for new skywalk system 2025-01-22 19:43:13 +02:00
Ranno Samuel Adson
776c68736d constructed entryway for skywalk 2025-01-15 21:44:46 +02:00
Ranno Samuel Adson
7ba5fe1f30 Implimented the card 2025-01-07 02:40:37 +02:00
Ranno Samuel Adson
98094a9f5f Adding server room sound effects and button to trigger them 2025-01-02 16:37:16 +02:00
Ranno Samuel Adson
de968605ec installed server racks 2024-12-28 20:11:26 +02:00
Ranno Samuel Adson
8177855e63 finished bolt car interaction 2024-12-28 18:15:03 +02:00
Ranno Samuel Adson
8cba77447f worked on ground moddelling. Doing a quicksave before doing a large model alteration. 2024-12-27 16:23:25 +02:00
Ranno Samuel Adson
fa3d2f7ec8 worked on ground moddelling. Doing a quicksave before altering materials. 2024-12-27 15:24:51 +02:00
Ranno Samuel Adson
5df9dacfb5 making changes to lighting. This is a backup just in case 2024-12-27 14:11:36 +02:00
Toomas Tamm
50bf9bc51b Update readme.md 2023-06-11 13:03:27 +03:00
Toomas Tamm
07b9b9e2f4 deltavr multiplayer 2.0 2023-05-08 15:56:10 +03:00
Joonasp1
978809a002 Update README.md 2022-07-08 21:23:59 +00:00
Joonasp1
5eb057a77f readme update 2022-07-08 21:21:55 +00:00
Joonasp1
751e34975e readme multiplayer additions 2022-07-07 16:25:37 +00:00
joonasp
04baadfad1 non-vr lobby, version fix 2022-06-29 14:45:17 +03:00
Toomas Tamm
5774be9822 Set Breakout Forcefield speed to 0 2021-06-09 10:49:50 +03:00
Toomas Tamm
e6c107ea1d Update download link to version with post testing fixes. 2021-05-28 17:25:24 +03:00
Toomas Tamm
ef7ed70903 Add patch for XR Controller state instability, teleporting and turning dont need finger to be lifted 2021-05-28 17:04:43 +03:00
Toomas Tamm
ec21a2f53f Disable Cinemachine, reenable XR rig. Align XR rig with room starting position. 2021-05-28 12:36:43 +03:00
Toomas Tamm
77d3cbfecb Add more dolly tracks for Student Project Contest videos, update readme 2021-05-23 23:49:25 +03:00
Toomas Tamm
d22018df6e Add Cinemachine and Unity Recorder, dolly track for Student Project Contest footage 2021-05-21 20:57:27 +03:00
Toomas Tamm
ced13cbdf2 Fix archery range name sign 2021-05-02 21:07:15 +03:00
Toomas Tamm
6eea23a443 Fix textures & recook lightmaps 2021-04-15 02:49:02 +03:00
Toomas Tamm
621b4dcfa9 Fix some issues in first playtest: poster mipmapping and mesh issues. 2021-04-14 18:57:24 +03:00
9687 changed files with 717172 additions and 953398 deletions

25
.gitattributes vendored
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@ -1,8 +1,8 @@
* text=auto
# Unity files
*.meta -text merge=unityyamlmerge diff
*.unity -text merge=unityyamlmerge diff
*.asset -text merge=unityyamlmerge diff
*.unity filter=lfs diff=lfs merge=lfs -text
*.asset filter=lfs diff=lfs merge=lfs -text
*.prefab -text merge=unityyamlmerge diff
*.mat -text merge=unityyamlmerge diff
*.anim -text merge=unityyamlmerge diff
@ -79,3 +79,24 @@
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*.exr filter=lfs diff=lfs merge=lfs -text
*.hdr filter=lfs diff=lfs merge=lfs -text
*.cubemap filter=lfs diff=lfs merge=lfs -text
*.assets filter=lfs diff=lfs merge=lfs -text
*.resS filter=lfs diff=lfs merge=lfs -text
*.dylib filter=lfs diff=lfs merge=lfs -text
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*.ext filter=lfs diff=lfs merge=lfs -text

7
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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Recordings/
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6
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{
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"components": [
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using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit;
public class ActivateTeleportationRay : MonoBehaviour
{
public GameObject teleportRay;
public float rayHideDelay = 0.1f;
public InputActionProperty activateTeleportRay;
public TeleportationProvider teleportationProvider;
// Update is called once per frame
private void Start()
{
teleportRay.SetActive(false);
activateTeleportRay.action.performed += ShowRay;
activateTeleportRay.action.canceled += HideRayPerformed;
teleportationProvider.endLocomotion += HideRayPerformed;
}
private void HideRayPerformed(InputAction.CallbackContext obj)
{
if (!teleportRay.activeSelf) return;
if (IsInvoking(nameof(HideRay))) return;
Invoke(nameof(HideRay), rayHideDelay);
}
private void HideRayPerformed(LocomotionSystem obj)
{
if (!teleportRay.activeSelf) return;
if (IsInvoking(nameof(HideRay))) return;
Invoke(nameof(HideRay), rayHideDelay);
}
private void ShowRay(InputAction.CallbackContext obj)
{
teleportRay.SetActive(true);
}
private void HideRay()
{
teleportRay.SetActive(false);
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using TMPro;
using UnityEngine;
public class Billboard : MonoBehaviour
{
private GameObject _parent;
public string defaultText = "Sample Text";
public TMP_Text tmpText;
public Canvas canvas;
public string prefix = "<mark=#000000BB>";
private Camera _camera;
public LineRenderer lineRenderer;
public Transform lineStart;
private GameObject _lineEndObject;
private MeshFilter _lineEndMeshFilter;
private void Start()
{
_camera = Camera.main;
lineRenderer = GetComponent<LineRenderer>();
_parent = transform.parent.gameObject;
transform.SetParent(null);
tmpText.text = defaultText;
}
private void LateUpdate()
{
if (canvas.enabled) transform.position = _parent.transform.position + (_camera.transform.up * 0.1f);
if (!lineRenderer.enabled) return;
lineRenderer.SetPosition(0, lineStart.position);
lineRenderer.SetPosition(1, CalculateLineEndPosition());
}
private void SetText(string txt)
{
tmpText.text = prefix + txt;
}
private void ShowCanvas()
{
canvas.enabled = true;
lineRenderer.enabled = true;
}
private void HideCanvas()
{
canvas.enabled = false;
lineRenderer.enabled = false;
}
public void ShowHint(string txt)
{
ShowCanvas();
SetText(txt);
}
public void HideHint()
{
HideCanvas();
}
public void SetLineTarget(GameObject newGM)
{
_lineEndObject = newGM;
_lineEndMeshFilter = _lineEndObject.GetComponent<MeshFilter>();
}
private Vector3 CalculateLineEndPosition()
{
if (_lineEndObject == null)
{
lineRenderer.enabled = false;
return Vector3.zero;
}
return _lineEndMeshFilter == null ? _lineEndObject.transform.position : FindClosestVertexToTargetPoint(lineStart.position, _lineEndMeshFilter);
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{
// Get the Mesh object from the MeshFilter component
Mesh mesh = filter.mesh;
// Get the world position of the point you want to find the closest point on the mesh to
// Transform the point into local space relative to the MeshFilter's transform
Vector3 localPoint = filter.transform.InverseTransformPoint(start);
// Find the closest vertex to the point
float closestDistance = Mathf.Infinity;
Vector3 closestVertex = Vector3.zero;
for (int i = 0; i < mesh.vertexCount; i++)
{
Vector3 vertex = mesh.vertices[i];
float distance = Vector3.Distance(localPoint, vertex);
if (distance < closestDistance)
{
closestDistance = distance;
closestVertex = vertex;
}
}
// Transform the closest vertex back into world space
return filter.transform.TransformPoint(closestVertex);
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
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# Builds
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MIT License
Copyright (c) 2022 Winterbolt Games
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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using FishNet.Managing;
using FishNet.Managing.Logging;
using FishNet.Transporting;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace FishNet.Discovery
{
/// <summary>
/// A component that advertises a server or searches for servers.
/// </summary>
public sealed class NetworkDiscovery : MonoBehaviour
{
/// <summary>
/// A string that differentiates your application/game from others.
/// <b>Must not</b> be null, empty, or blank.
/// </summary>
[SerializeField]
[Tooltip("A string that differentiates your application/game from others. Must not be null, empty, or blank.")]
private string secret;
/// <summary>
/// The port number used by this <see cref="NetworkDiscovery"/> component.
/// <b>Must</b> be different from the one used by the <seealso cref="Transport"/>.
/// </summary>
[SerializeField]
[Tooltip("The port number used by this NetworkDiscovery component. Must be different from the one used by the Transport.")]
private ushort port;
/// <summary>
/// How often does this <see cref="NetworkDiscovery"/> component advertises a server or searches for servers.
/// </summary>
[SerializeField]
[Tooltip("How often does this NetworkDiscovery component advertises a server or searches for servers.")]
private float discoveryInterval;
/// <summary>
/// Whether this <see cref="NetworkDiscovery"/> component will automatically start/stop? <b>Setting this to true is recommended.</b>
/// </summary>
[SerializeField]
[Tooltip("Whether this NetworkDiscovery component will automatically start/stop? Setting this to true is recommended.")]
private bool automatic;
/// <summary>
/// The <see cref="UdpClient"/> used to advertise the server.
/// </summary>
private UdpClient _serverUdpClient;
/// <summary>
/// The <see cref="UdpClient"/> used to search for servers.
/// </summary>
private UdpClient _clientUdpClient;
/// <summary>
/// Whether this <see cref="NetworkDiscovery"/> component is currently advertising a server or not.
/// </summary>
public bool IsAdvertising => _serverUdpClient != null;
/// <summary>
/// Whether this <see cref="NetworkDiscovery"/> component is currently searching for servers or not.
/// </summary>
public bool IsSearching => _clientUdpClient != null;
/// <summary>
/// An <see cref="Action"/> that is invoked by this <seealso cref="NetworkDiscovery"/> component whenever a server is found.
/// </summary>
public event Action<IPEndPoint> ServerFoundCallback;
private void Start()
{
if (automatic)
{
InstanceFinder.ServerManager.OnServerConnectionState += ServerConnectionStateChangedHandler;
InstanceFinder.ClientManager.OnClientConnectionState += ClientConnectionStateChangedHandler;
StartSearchingForServers();
}
}
private void OnDisable()
{
InstanceFinder.ServerManager.OnServerConnectionState -= ServerConnectionStateChangedHandler;
InstanceFinder.ClientManager.OnClientConnectionState -= ClientConnectionStateChangedHandler;
StopAdvertisingServer();
StopSearchingForServers();
}
private void OnDestroy()
{
InstanceFinder.ServerManager.OnServerConnectionState -= ServerConnectionStateChangedHandler;
InstanceFinder.ClientManager.OnClientConnectionState -= ClientConnectionStateChangedHandler;
StopAdvertisingServer();
StopSearchingForServers();
}
private void OnApplicationQuit()
{
InstanceFinder.ServerManager.OnServerConnectionState -= ServerConnectionStateChangedHandler;
InstanceFinder.ClientManager.OnClientConnectionState -= ClientConnectionStateChangedHandler;
StopAdvertisingServer();
StopSearchingForServers();
}
#region Connection State Handlers
private void ServerConnectionStateChangedHandler(ServerConnectionStateArgs args)
{
if (args.ConnectionState == LocalConnectionState.Starting)
{
StopSearchingForServers();
}
else if (args.ConnectionState == LocalConnectionState.Started)
{
StartAdvertisingServer();
}
else if (args.ConnectionState == LocalConnectionState.Stopping)
{
//StopAdvertisingServer();
}
else if (args.ConnectionState == LocalConnectionState.Stopped)
{
StartSearchingForServers();
}
}
private void ClientConnectionStateChangedHandler(ClientConnectionStateArgs args)
{
if (args.ConnectionState == LocalConnectionState.Starting)
{
StopSearchingForServers();
}
else if (args.ConnectionState == LocalConnectionState.Stopped)
{
StartSearchingForServers();
}
}
#endregion
#region Server
/// <summary>
/// Makes this <see cref="NetworkDiscovery"/> component start advertising a server.
/// </summary>
public void StartAdvertisingServer()
{
//Debug.Log("NetworkDiscovery is advertizing on port " + port);
if (!InstanceFinder.IsServer)
{
if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start advertising server. Server is inactive.", this);
return;
}
if (_serverUdpClient != null)
{
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Server is already being advertised.", this);
return;
}
if (port == InstanceFinder.TransportManager.Transport.GetPort())
{
if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start advertising server on the same port as the transport.", this);
return;
}
_serverUdpClient = new UdpClient(port)
{
EnableBroadcast = true,
MulticastLoopback = false,
};
//Debug.Log("UDP = " + _serverUdpClient.ToString());
Task.Run(AdvertiseServerAsync);
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Started advertising server.", this);
}
/// <summary>
/// Makes this <see cref="NetworkDiscovery"/> component <i>immediately</i> stop advertising the server it is currently advertising.
/// </summary>
public void StopAdvertisingServer()
{
if (_serverUdpClient == null) return;
_serverUdpClient.Close();
_serverUdpClient = null;
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Stopped advertising server.", this);
}
private async void AdvertiseServerAsync()
{
while (_serverUdpClient != null)
{
await Task.Delay(TimeSpan.FromSeconds(discoveryInterval));
UdpReceiveResult result = await _serverUdpClient.ReceiveAsync();
Debug.Log("Awaiting for server");
string receivedSecret = Encoding.UTF8.GetString(result.Buffer);
Debug.Log(receivedSecret);
if (receivedSecret == secret)
{
byte[] okBytes = BitConverter.GetBytes(true);
await _serverUdpClient.SendAsync(okBytes, okBytes.Length, result.RemoteEndPoint);
}
}
Debug.Log("_serverUdpClient == null");
}
#endregion
#region Client
/// <summary>
/// Makes this <see cref="NetworkDiscovery"/> component start searching for servers.
/// </summary>
public void StartSearchingForServers()
{
// if (InstanceFinder.IsServer)
// {
// if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start searching for servers. Server is active.", this);
//
// return;
// }
Debug.Log("NetworkDiscovery is searching");
if (InstanceFinder.IsClient)
{
if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start searching for servers. Client is active.", this);
return;
}
if (_clientUdpClient != null)
{
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Already searching for servers.", this);
return;
}
_clientUdpClient = new UdpClient()
{
EnableBroadcast = true,
MulticastLoopback = false,
};
Task.Run(SearchForServersAsync);
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Started searching for servers.", this);
}
/// <summary>
/// Makes this <see cref="NetworkDiscovery"/> component <i>immediately</i> stop searching for servers.
/// </summary>
public void StopSearchingForServers()
{
if (_clientUdpClient == null) return;
_clientUdpClient.Close();
_clientUdpClient = null;
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Stopped searching for servers.", this);
}
private async void SearchForServersAsync()
{
byte[] secretBytes = Encoding.UTF8.GetBytes(secret);
IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, port);
while (_clientUdpClient != null)
{
await Task.Delay(TimeSpan.FromSeconds(discoveryInterval));
await _clientUdpClient.SendAsync(secretBytes, secretBytes.Length, endPoint);
UdpReceiveResult result = await _clientUdpClient.ReceiveAsync();
if (BitConverter.ToBoolean(result.Buffer, 0))
{
ServerFoundCallback?.Invoke(result.RemoteEndPoint);
StopSearchingForServers();
}
}
}
#endregion
}
}

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using FishNet;
using FishNet.Discovery;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class NetworkMenuUI : MonoBehaviour
{
[Header("UI References")]
public Button startPlayingButton;
public Button joinMultiplayerButton;
public Transform serverListContainer;
public GameObject serverListItemPrefab;
public TMP_Text statusText;
[Header("Networking")]
public NetworkDiscovery networkDiscovery;
public Camera uiCamera; // Optional, disable if connecting
private readonly List<IPEndPoint> foundServers = new();
private void Start()
{
if (networkDiscovery == null)
networkDiscovery = FindObjectOfType<NetworkDiscovery>();
startPlayingButton.onClick.AddListener(OnStartPlaying);
joinMultiplayerButton.onClick.AddListener(OnJoinMultiplayer);
networkDiscovery.ServerFoundCallback += OnServerFound;
}
private void OnStartPlaying()
{
statusText.text = "Starting host...";
StartCoroutine(HostAndSearchRoutine());
}
private void OnJoinMultiplayer()
{
statusText.text = "Searching for servers...";
ClearServerList();
foundServers.Clear();
networkDiscovery.StartSearchingForServers();
}
private void OnServerFound(IPEndPoint endPoint)
{
if (foundServers.Contains(endPoint)) return;
foundServers.Add(endPoint);
// Auto-join if started as host
if (InstanceFinder.IsServer)
{
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
uiCamera.enabled = false;
InstanceFinder.ClientManager.StartConnection("192.168.42.212");
statusText.text = $"Joined server: {endPoint.Address}";
return;
}
// Display in UI for manual joining
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
TMP_Text label = item.GetComponentInChildren<TMP_Text>();
label.text = endPoint.Address.ToString();
Button btn = item.GetComponent<Button>();
btn.onClick.AddListener(() =>
{
networkDiscovery.StopSearchingForServers();
if (uiCamera != null) uiCamera.enabled = false;
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
});
}
private Coroutine joinRoutine;
private IEnumerator HostAndSearchRoutine()
{
// Step 1: Start hosting
InstanceFinder.ServerManager.StartConnection();
// Step 2: Start advertising
yield return new WaitForSeconds(0.5f); // Let the server settle
networkDiscovery.StartAdvertisingServer();
// Step 3: Begin searching
yield return new WaitForSeconds(0.5f); // Let advertisement initialize
networkDiscovery.StartSearchingForServers();
// Step 4: Try to find and join a better server
yield return new WaitForSeconds(0.5f); // Give discovery a moment
StartJoinRoutine();
}
public void StartJoinRoutine()
{
if (joinRoutine != null) StopCoroutine(joinRoutine);
joinRoutine = StartCoroutine(TryJoinServerRepeatedly());
}
private IEnumerator TryJoinServerRepeatedly()
{
float timeout = 10f;
float timer = 0f;
while (timer < timeout)
{
if (foundServers.Count > 0)
{
var firstServer = foundServers[0];
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
statusText.text = $"Joined server: {firstServer.Address}";
yield break;
}
statusText.text = $"Searching for servers... ({Mathf.FloorToInt(timer)}s)";
yield return new WaitForSeconds(1f);
timer += 1f;
}
statusText.text = "No servers found. Acting as host.";
// You can optionally start your own server here
}
private void ClearServerList()
{
foreach (Transform child in serverListContainer)
{
Destroy(child.gameObject);
}
}
}

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using System.Collections.Generic;
using System.Net;
using UnityEngine;
namespace FishNet.Discovery
{
public sealed class NetworkDiscoveryHUD : MonoBehaviour
{
[SerializeField]
private NetworkDiscovery networkDiscovery;
private Camera _camera;
private readonly List<IPEndPoint> _endPoints = new List<IPEndPoint>();
private Vector2 _serversListScrollVector;
private bool _useVR;
private void Start()
{
if (networkDiscovery == null) networkDiscovery = FindObjectOfType<NetworkDiscovery>();
_camera = GetComponentInChildren<Camera>();
_useVR = PlayerPrefs.GetInt("UseVR", 0) == 1;
networkDiscovery.ServerFoundCallback += (endPoint) =>
{
if (!_endPoints.Contains(endPoint)) _endPoints.Add(endPoint);
};
}
private void OnGUI()
{
GUILayoutOption buttonHeight = GUILayout.Height(30.0f);
using (new GUILayout.AreaScope(new Rect(Screen.width - 240.0f - 10.0f, 10.0f, 240.0f, Screen.height - 20.0f)))
{
GUILayout.Box("Settings");
using (new GUILayout.HorizontalScope())
{
bool useVRNew = GUILayout.Toggle(_useVR, "Use VR");
if (useVRNew != _useVR)
{
_useVR = useVRNew;
PlayerPrefs.SetInt("UseVR", _useVR ? 1 : 0);
Debug.Log($"UseVR set to {_useVR}");
}
}
GUILayout.Box("Server");
using (new GUILayout.HorizontalScope())
{
if (GUILayout.Button("Start", buttonHeight)) InstanceFinder.ServerManager.StartConnection();
if (GUILayout.Button("Stop", buttonHeight)) InstanceFinder.ServerManager.StopConnection(true);
}
GUILayout.Box("Advertising");
using (new GUILayout.HorizontalScope())
{
if (networkDiscovery.IsAdvertising)
{
if (GUILayout.Button("Stop", buttonHeight)) networkDiscovery.StopAdvertisingServer();
}
else
{
if (GUILayout.Button("Start", buttonHeight)) networkDiscovery.StartAdvertisingServer();
}
}
GUILayout.Box("Searching");
using (new GUILayout.HorizontalScope())
{
if (networkDiscovery.IsSearching)
{
if (GUILayout.Button("Stop", buttonHeight)) networkDiscovery.StopSearchingForServers();
}
else
{
if (GUILayout.Button("Start", buttonHeight)) networkDiscovery.StartSearchingForServers();
}
}
if (_endPoints.Count > 0)
{
GUILayout.Box("Servers");
using (new GUILayout.ScrollViewScope(_serversListScrollVector))
{
for (int i = 0; i < _endPoints.Count; i++)
{
string ipAddress = _endPoints[i].Address.ToString();
if (GUILayout.Button(ipAddress))
{
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
_camera.enabled = false;
InstanceFinder.ClientManager.StartConnection(ipAddress);
}
}
}
}
}
}
}
}

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# Fish-Networking-Discovery
A very simple LAN network discovery component for Fish-Networking ([Asset Store](https://assetstore.unity.com/packages/tools/network/fish-net-networking-evolved-207815) | [GitHub](https://github.com/FirstGearGames/FishNet))
### Getting Started (GUI)
1. Download the code in this repo as a zip
2. Extract the code inside your project folder **(FISH-NETWORKING MUST BE ALREADY INSTALLED)**
3. Create an empty game object
4. Add a `NetworkManager` component to the game object you just created
5. Add a `NetworkDiscovery` component to the game object you just created
6. Set the `secret`, `port`, and `discoveryInterval` fields
7. Add a `NetworkDiscoveryHUD` component
8. Enter play mode
- If you want to begin advertising a server
1. Press "Start" under the "Server" group
2. Press "Start" under the "Advertising" group
- If you want to stop advertising a server
- Press "Stop" under the "Advertising" group
- If you want to begin searching for servers
- Press "Start" under the "Searching" group
- If you want to stop searching for servers
- Press "Stop" under the "Searching" group
### Getting Started (Code)
1. Download the code in this repo as a zip
2. Extract the code inside your project folder **(FISH-NETWORKING MUST BE ALREADY INSTALLED)**
3. Create an empty game object
4. Add a `NetworkManager` component to the game object you just created
5. Add a `NetworkDiscovery` component to the game object you just created
6. Set the `secret`, `port`, and `discoveryInterval` fields
7. Enter play mode
- If you want begin advertising a server
1. Call `InstanceFinder.ServerManager.StartConnection()`
2. Call `FindObjectOfType<NetworkDiscovery>().StartAdvertisingServer()`
- If you want to stop advertising a server
- Call `FindObjectOfType<NetworkDiscovery>().StopAdvertisingServer()`
- If you want to start searching for servers
- Call `FindObjectOfType<NetworkDiscovery>().StartSearchingForServers()`
- If you want to stop seaching for servers
- Call `FindObjectOfType<NetworkDiscovery>().StopSearchingForServers()`
### Planned Features
- [x] Automatically start/stop advertising server
- [ ] Automatically remove servers that are no longer alive
- [ ] Introduce Unity coroutines for all `NetworkDiscovery` methods

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using FishNet.CodeGenerating.Helping.Extension;
using MonoFN.Cecil.Cil;
namespace FishNet.CodeGenerating.Extension
{
internal static class ILProcessorExtensions
{
/// <summary>
/// Creates a variable type within the body and returns it's VariableDef.
/// </summary>
internal static VariableDefinition CreateVariable(this ILProcessor processor, CodegenSession session, System.Type variableType)
{
return processor.Body.Method.CreateVariable(session, variableType);
}
}
}

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using FishNet.CodeGenerating.Helping.Extension;
using MonoFN.Cecil;
using MonoFN.Cecil.Rocks;
using MonoFN.Collections.Generic;
using System.Collections.Generic;
namespace FishNet.CodeGenerating.Extension
{
internal static class MethodDefinitionExtensions
{
/// <summary>
/// Returns the proper OpCode to use for call methods.
/// </summary>
public static MonoFN.Cecil.Cil.OpCode GetCallOpCode(this MethodDefinition md)
{
if (md.Attributes.HasFlag(MethodAttributes.Virtual))
return MonoFN.Cecil.Cil.OpCodes.Callvirt;
else
return MonoFN.Cecil.Cil.OpCodes.Call;
}
/// <summary>
/// Returns the proper OpCode to use for call methods.
/// </summary>
public static MonoFN.Cecil.Cil.OpCode GetCallOpCode(this MethodReference mr, CodegenSession session)
{
return mr.CachedResolve(session).GetCallOpCode();
}
/// <summary>
/// Adds otherMd parameters to thisMR and returns added parameters.
/// </summary>
public static List<ParameterDefinition> CreateParameters(this MethodReference thisMr, CodegenSession session, MethodDefinition otherMd)
{
return thisMr.CachedResolve(session).CreateParameters(session, otherMd);
}
/// <summary>
/// Adds otherMr parameters to thisMR and returns added parameters.
/// </summary>
public static List<ParameterDefinition> CreateParameters(this MethodReference thisMr, CodegenSession session, MethodReference otherMr)
{
return thisMr.CachedResolve(session).CreateParameters(session, otherMr.CachedResolve(session));
}
/// <summary>
/// Adds otherMd parameters to thisMd and returns added parameters.
/// </summary>
public static List<ParameterDefinition> CreateParameters(this MethodDefinition thisMd, CodegenSession session, MethodDefinition otherMd)
{
List<ParameterDefinition> results = new List<ParameterDefinition>();
foreach (ParameterDefinition pd in otherMd.Parameters)
{
session.ImportReference(pd.ParameterType);
int currentCount = thisMd.Parameters.Count;
string name = (pd.Name + currentCount);
ParameterDefinition parameterDef = new ParameterDefinition(name, pd.Attributes, pd.ParameterType);
//Set any default values.
parameterDef.Constant = pd.Constant;
parameterDef.IsReturnValue = pd.IsReturnValue;
parameterDef.IsOut = pd.IsOut;
foreach (CustomAttribute item in pd.CustomAttributes)
parameterDef.CustomAttributes.Add(item);
parameterDef.HasConstant = pd.HasConstant;
parameterDef.HasDefault = pd.HasDefault;
thisMd.Parameters.Add(parameterDef);
results.Add(parameterDef);
}
return results;
}
/// <summary>
/// Returns a method reference while considering if declaring type is generic.
/// </summary>
public static MethodReference GetMethodReference(this MethodDefinition md, CodegenSession session)
{
MethodReference methodRef = session.ImportReference(md);
//Is generic.
if (md.DeclaringType.HasGenericParameters)
{
GenericInstanceType git = methodRef.DeclaringType.MakeGenericInstanceType();
MethodReference result = new MethodReference(md.Name, md.ReturnType)
{
HasThis = md.HasThis,
ExplicitThis = md.ExplicitThis,
DeclaringType = git,
CallingConvention = md.CallingConvention,
};
foreach (ParameterDefinition pd in md.Parameters)
{
session.ImportReference(pd.ParameterType);
result.Parameters.Add(pd);
}
return result;
}
else
{
return methodRef;
}
}
/// <summary>
/// Returns a method reference for a generic method.
/// </summary>
public static MethodReference GetMethodReference(this MethodDefinition md, CodegenSession session, TypeReference typeReference)
{
MethodReference methodRef = session.ImportReference(md);
return methodRef.GetMethodReference(session, typeReference);
}
/// <summary>
/// Returns a method reference for a generic method.
/// </summary>
public static MethodReference GetMethodReference(this MethodDefinition md, CodegenSession session, TypeReference[] typeReferences)
{
MethodReference methodRef = session.ImportReference(md);
return methodRef.GetMethodReference(session, typeReferences);
}
}
}

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using FishNet.CodeGenerating.Helping.Extension;
using MonoFN.Cecil;
namespace FishNet.CodeGenerating.Extension
{
internal static class TypeDefinitionExtensions
{
/// <summary>
/// Returns if a TypeDefinition is nullable.
/// </summary>
public static bool IsNullable(this TypeDefinition td)
{
return (td.Name == typeof(System.Nullable<>).Name);
}
public static MethodReference GetMethodReferenceInBase(this TypeDefinition td, CodegenSession session, string methodName)
{
MethodDefinition baseMd = td.GetMethodDefinitionInBase(session, methodName);
if (baseMd == null)
return null;
MethodReference baseMr;
TypeReference baseTr = td.BaseType;
if (baseTr.CachedResolve(session).HasGenericParameters)
{
GenericInstanceType git = (GenericInstanceType)baseTr;
baseMr = new MethodReference(baseMd.Name, baseMd.ReturnType, git)
{
HasThis = baseMd.HasThis,
CallingConvention = baseMd.CallingConvention,
ExplicitThis = baseMd.ExplicitThis,
};
foreach (ParameterDefinition pd in baseMd.Parameters)
{
session.ImportReference(pd.ParameterType);
baseMr.Parameters.Add(pd);
}
}
else
{
baseMr = session.ImportReference(baseMd);
}
return baseMr;
}
/// <summary>
/// Returns a method in the next base class.
/// </summary>
public static MethodDefinition GetMethodDefinitionInBase(this TypeDefinition td, CodegenSession session, string methodName)
{
if (td.BaseType == null)
{
session.LogError($"BaseType for {td.FullName} is null.");
return null;
}
TypeDefinition baseTd = td.BaseType.CachedResolve(session);
return baseTd.GetMethod(methodName);
}
/// <summary>
/// Returns a method in the next base class.
/// </summary>
public static MethodReference GetMethodReference(this TypeDefinition td, CodegenSession session, string methodName)
{
MethodDefinition md = td.GetMethod(methodName);
//Not found.
if (md == null)
return null;
return md.GetMethodReference(session);
}
/// <summary>
/// Gets a MethodReference or creates one if missing.
/// </summary>
public static MethodReference GetOrCreateMethodReference(this TypeDefinition td, CodegenSession session, string methodName, MethodAttributes attributes, TypeReference returnType, out bool created)
{
MethodDefinition md = td.GetMethod(methodName);
//Not found.
if (md == null)
{
md = new MethodDefinition(methodName, attributes, returnType);
td.Methods.Add(md);
created = true;
}
else
{
created = false;
}
return md.GetMethodReference(session);
}
/// <summary>
/// Gets a MethodDefinition or creates one if missing.
/// </summary>
public static MethodDefinition GetOrCreateMethodDefinition(this TypeDefinition td, CodegenSession session, string methodName, MethodAttributes attributes, TypeReference returnType, out bool created)
{
MethodDefinition md = td.GetMethod(methodName);
//Not found.
if (md == null)
{
md = new MethodDefinition(methodName, attributes, returnType);
td.Methods.Add(md);
created = true;
}
else
{
created = false;
}
return md;
}
/// <summary>
/// Gets a MethodDefinition or creates one if missing.
/// </summary>
public static MethodDefinition GetOrCreateMethodDefinition(this TypeDefinition td, CodegenSession session, string methodName, MethodDefinition methodTemplate, bool copyParameters, out bool created)
{
MethodDefinition md = td.GetMethod(methodName);
//Not found.
if (md == null)
{
TypeReference returnType = session.ImportReference(methodTemplate.ReturnType);
md = new MethodDefinition(methodName, methodTemplate.Attributes, returnType)
{
ExplicitThis = methodTemplate.ExplicitThis,
AggressiveInlining = methodTemplate.AggressiveInlining,
Attributes = methodTemplate.Attributes,
CallingConvention = methodTemplate.CallingConvention,
HasThis = methodTemplate.HasThis,
};
md.Body.InitLocals = methodTemplate.Body.InitLocals;
if (copyParameters)
{
foreach (ParameterDefinition pd in methodTemplate.Parameters)
md.Parameters.Add(pd);
}
td.Methods.Add(md);
created = true;
}
else
{
created = false;
}
return md;
}
/// <summary>
/// Returns a method in any inherited classes. The first found method is returned.
/// </summary>
public static MethodDefinition GetMethodDefinitionInAnyBase(this TypeDefinition td, CodegenSession session, string methodName)
{
while (td != null)
{
foreach (MethodDefinition md in td.Methods)
{
if (md.Name == methodName)
return md;
}
try
{
td = td.GetNextBaseTypeDefinition(session);
}
catch
{
return null;
}
}
return null;
}
/// <summary>
/// Returns the next base type.
/// </summary>
public static TypeDefinition GetNextBaseTypeDefinition(this TypeDefinition typeDef, CodegenSession session)
{
return (typeDef.BaseType == null) ? null : typeDef.BaseType.CachedResolve(session);
}
/// <summary>
/// Creates a FieldReference.
/// </summary>
public static FieldReference CreateFieldReference(this FieldDefinition fd, CodegenSession session)
{
FieldReference fr;
TypeDefinition declaringType = fd.DeclaringType;
//Is generic.
if (declaringType.HasGenericParameters)
{
GenericInstanceType git = new GenericInstanceType(declaringType);
foreach (GenericParameter item in declaringType.GenericParameters)
git.GenericArguments.Add(item);
fr = new FieldReference(fd.Name, fd.FieldType, git);
return fr;
}
//Not generic.
else
{
return session.ImportReference(fd);
}
}
/// <summary>
/// Gets a FieldReference or creates it if missing.
/// </summary>
public static FieldReference GetOrCreateFieldReference(this TypeDefinition td, CodegenSession session, string fieldName, FieldAttributes attributes, TypeReference fieldTypeRef, out bool created)
{
FieldReference fr = td.GetFieldReference(fieldName, session);
if (fr == null)
{
fr = td.CreateFieldDefinition(session, fieldName, attributes, fieldTypeRef);
created = true;
}
else
{
created = false;
}
return fr;
}
/// <summary>
/// Creates a FieldReference.
/// </summary>
public static FieldReference CreateFieldDefinition(this TypeDefinition td, CodegenSession session, string fieldName, FieldAttributes attributes, TypeReference fieldTypeRef)
{
FieldDefinition fd = new FieldDefinition(fieldName, attributes, fieldTypeRef);
td.Fields.Add(fd);
return fd.CreateFieldReference(session);
}
}
}

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using FishNet.CodeGenerating.Helping;
using FishNet.CodeGenerating.Helping.Extension;
using MonoFN.Cecil;
using UnityEngine;
namespace FishNet.CodeGenerating.Extension
{
internal static class TypeReferenceExtensions
{
/// <summary>
/// Returns if a TypeReference is nullable.
/// </summary>
public static bool IsNullable(this TypeReference tr, CodegenSession session)
{
TypeDefinition td = tr.CachedResolve(session);
return td.IsNullable();
}
/// <summary>
/// Returns the fullname of a TypeReference without <>.
/// </summary>
/// <param name="tr"></param>
/// <returns></returns>
public static string GetFullnameWithoutBrackets(this TypeReference tr)
{
string str = tr.FullName;
str = str.Replace("<", "");
str = str.Replace(">", "");
return str;
}
/// <summary>
/// Returns a method in the next base class.
/// </summary>
public static MethodReference GetMethodInBase(this TypeReference tr, CodegenSession session, string methodName)
{
return tr.CachedResolve(session).GetMethodInBase(session, methodName);
}
/// <summary>
/// Makes a GenericInstanceType.
/// </summary>
public static GenericInstanceType MakeGenericInstanceType(this TypeReference self)
{
GenericInstanceType instance = new GenericInstanceType(self);
foreach (GenericParameter argument in self.GenericParameters)
instance.GenericArguments.Add(argument);
return instance;
}
}
}

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After updating a custom Cecil to fix conflict with Unity.Burst in 2021 perform the following:
- Open cecil in it's own project; eg: do not place directly in FN.
- Rename namespace.Mono to namespace.MonoFN.
- Current project rename strings, "Mono to "MonoFN
- Replace current project #if INSIDE_ROCKS to #if UNITY_EDITOR
- Comment out `[assembly: AssemblyTitle ("MonoFN.Cecil.Rocks")]` within rocks\Mono.Cecil.Rocks\AssemblyInfo.cs.
- Delete obj/bin/tests folders.
- Copy into FN project.

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using FishNet.CodeGenerating.Helping.Extension;
using FishNet.Object;
using FishNet.Object.Helping;
using FishNet.Object.Prediction;
using FishNet.Object.Synchronizing;
using MonoFN.Cecil;
namespace FishNet.CodeGenerating.Helping
{
internal class AttributeHelper : CodegenBase
{
#region Reflection references.
internal string ReplicateAttribute_FullName;
internal string ReconcileAttribute_FullName;
private string ServerAttribute_FullName;
private string ClientAttribute_FullName;
private string ServerRpcAttribute_FullName;
private string ObserversRpcAttribute_FullName;
private string TargetRpcAttribute_FullName;
private string SyncVarAttribute_FullName;
private string SyncObjectAttribute_FullName;
#endregion
public override bool ImportReferences()
{
ServerAttribute_FullName = typeof(ServerAttribute).FullName;
ClientAttribute_FullName = typeof(ClientAttribute).FullName;
ServerRpcAttribute_FullName = typeof(ServerRpcAttribute).FullName;
ObserversRpcAttribute_FullName = typeof(ObserversRpcAttribute).FullName;
TargetRpcAttribute_FullName = typeof(TargetRpcAttribute).FullName;
SyncVarAttribute_FullName = typeof(SyncVarAttribute).FullName;
SyncObjectAttribute_FullName = typeof(SyncObjectAttribute).FullName;
ReplicateAttribute_FullName = typeof(ReplicateAttribute).FullName;
ReconcileAttribute_FullName = typeof(ReconcileAttribute).FullName;
return true;
}
/// <summary>
/// Returns type of Rpc attributeFullName is for.
/// </summary>
/// <param name="attributeFullName"></param>
/// <returns></returns>
public RpcType GetRpcAttributeType(CustomAttribute ca)
{
if (ca.Is(ServerRpcAttribute_FullName))
return RpcType.Server;
else if (ca.Is(ObserversRpcAttribute_FullName))
return RpcType.Observers;
else if (ca.Is(TargetRpcAttribute_FullName))
return RpcType.Target;
else
return RpcType.None;
}
/// <summary>
/// Returns type of Rpc attributeFullName is for.
/// </summary>
/// <param name="attributeFullName"></param>
/// <returns></returns>
internal QolAttributeType GetQolAttributeType(string attributeFullName)
{
if (attributeFullName == ServerAttribute_FullName)
return QolAttributeType.Server;
else if (attributeFullName == ClientAttribute_FullName)
return QolAttributeType.Client;
else
return QolAttributeType.None;
}
/// <summary>
/// Returns if attribute if a SyncVarAttribute.
/// </summary>
/// <param name="attributeFullName"></param>
/// <returns></returns>
public bool IsSyncVarAttribute(string attributeFullName)
{
return (attributeFullName == SyncVarAttribute_FullName);
}
/// <summary>
/// Returns if attribute if a SyncObjectAttribute.
/// </summary>
/// <param name="attributeFullName"></param>
/// <returns></returns>
public bool IsSyncObjectAttribute(string attributeFullName)
{
return (attributeFullName == SyncObjectAttribute_FullName);
}
}
}

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