269 lines
9.1 KiB
C#
269 lines
9.1 KiB
C#
#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 GameKit.Dependencies.Utilities;
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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 DeveloperMenu : MonoBehaviour
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{
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#region const.
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private const string STABLE_DEFINE = "FISHNET_STABLE_MODE";
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private const string PREDICTION_1_DEFINE = "PREDICTION_1";
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private const string QOL_ATTRIBUTES_DEFINE = "DISABLE_QOL_ATTRIBUTES";
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private const string DEVELOPER_ONLY_WARNING = "If you are not a developer or were not instructed to do this by a developer things are likely to break. You have been warned.";
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#endregion
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#region Release mode.
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#if !FISHNET_STABLE_MODE
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[MenuItem("Fish-Networking/Switch to Stable", false, -1101)]
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private static void SwitchToStable()
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{
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bool result = RemoveOrAddDefine(STABLE_DEFINE, false);
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if (result)
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Debug.LogWarning($"Fish-Networking has been switched to Stable. Please note that experimental features may not function in this mode.");
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}
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#else
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[MenuItem("Fish-Networking/Switch to Beta", false, -1101)]
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private static void SwitchToBeta()
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{
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bool result = RemoveOrAddDefine(STABLE_DEFINE, true);
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if (result)
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Debug.LogWarning($"Fish-Networking has been switched to Beta.");
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}
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#endif
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#endregion
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#region PredictionV2.
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#if PREDICTION_1
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[MenuItem("Fish-Networking/Utility/Prediction/Switch To Prediction 2", false, -998)]
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private static void EnablePredictionV2()
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{
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bool result = RemoveOrAddDefine(PREDICTION_1_DEFINE, true);
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if (result)
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Debug.Log("Prediction 2 has been enabled.");
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}
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#else
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[MenuItem("Fish-Networking/Utility/Prediction/Switch To Prediction 1", false, -998)]
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private static void DisablePredictionV2()
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{
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bool result = RemoveOrAddDefine(PREDICTION_1_DEFINE, false);
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if (result)
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{
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Debug.Log("Prediction 1 has been enabled.");
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Debug.LogWarning($"Please note that Prediction 1 is no longer supported and will be removed in FishNet 5.");
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}
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}
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#endif
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#endregion
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#region QOL Attributes
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#if DISABLE_QOL_ATTRIBUTES
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[MenuItem("Fish-Networking/Utility/Quality of Life Attributes/Enable", false, -999)]
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private static void EnableQOLAttributes()
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{
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bool result = RemoveOrAddDefine(QOL_ATTRIBUTES_DEFINE, true);
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if (result)
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Debug.LogWarning($"Quality of Life Attributes have been enabled.");
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}
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#else
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[MenuItem("Fish-Networking/Utility/Quality of Life Attributes/Disable", false, -998)]
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private static void DisableQOLAttributes()
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{
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bool result = RemoveOrAddDefine(QOL_ATTRIBUTES_DEFINE, false);
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if (result)
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Debug.LogWarning($"Quality of Life Attributes have been disabled. {DEVELOPER_ONLY_WARNING}");
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}
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#endif
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#endregion
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private static bool RemoveOrAddDefine(string define, bool removeDefine)
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{
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string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
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HashSet<string> definesHs = new HashSet<string>();
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string[] currentArr = currentDefines.Split(';');
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//Add any define which doesn't contain MIRROR.
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foreach (string item in currentArr)
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definesHs.Add(item);
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int startingCount = definesHs.Count;
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if (removeDefine)
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definesHs.Remove(define);
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else
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definesHs.Add(define);
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bool modified = (definesHs.Count != startingCount);
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if (modified)
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{
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string changedDefines = string.Join(";", definesHs);
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PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, changedDefines);
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}
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return modified;
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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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#if PARRELSYNC
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if (ParrelSync.ClonesManager.IsClone() && ParrelSync.Preferences.AssetModPref.Value)
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{
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Debug.Log("Cannot perform this operation on a ParrelSync clone");
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return;
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}
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#endif
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if (ApplicationState.IsPlaying())
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{
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Debug.Log($"SceneIds cannot be rebuilt while in play mode.");
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return;
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}
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int generatedCount = 0;
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int processedScenes = 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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if (!s.isLoaded)
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{
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Debug.Log($"Skipped scene {s.name} because it is not loaded.");
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continue;
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}
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processedScenes++;
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List<NetworkObject> nobs = CollectionCaches<NetworkObject>.RetrieveList();
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Scenes.GetSceneNetworkObjects(s, false, false, ref nobs);
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int nobCount = nobs.Count;
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for (int z = 0; z < nobCount; z++)
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{
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NetworkObject nob = nobs[z];
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nob.TryCreateSceneID();
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EditorUtility.SetDirty(nob);
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}
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generatedCount += nobCount;
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CollectionCaches<NetworkObject>.Store(nobs);
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}
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Debug.Log($"Generated sceneIds for {generatedCount} objects over {processedScenes} 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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#if PARRELSYNC
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if (ParrelSync.ClonesManager.IsClone() && ParrelSync.Preferences.AssetModPref.Value)
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{
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Debug.Log("Cannot perform this operation on a ParrelSync clone");
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return;
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}
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#endif
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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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#if PARRELSYNC
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if (ParrelSync.ClonesManager.IsClone() && ParrelSync.Preferences.AssetModPref.Value)
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{
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Debug.Log("Cannot perform this operation on a ParrelSync clone");
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return;
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}
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#endif
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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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List<NetworkObject> nobs = CollectionCaches<NetworkObject>.RetrieveList();
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Scenes.GetSceneNetworkObjects(s, false, false, ref nobs);
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int nobsCount = nobs.Count;
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for (int z = 0; z < nobsCount; z++)
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{
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NetworkObject nob = nobs[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 < nobsCount; z++)
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foundNobs.Add(nobs[i]);
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CollectionCaches<NetworkObject>.Store(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 |